/* (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 "entities/character.h" #include "entities/laser.h" #include "entities/pickup.h" #include "entities/projectile.h" #include "entity.h" #include #include #include #include ////////////////////////////////////////////////// // game world ////////////////////////////////////////////////// CGameWorld::CGameWorld() { for(auto &pFirstEntityType : m_apFirstEntityTypes) pFirstEntityType = 0; for(auto &pCharacter : m_apCharacters) pCharacter = 0; m_pCollision = 0; m_GameTick = 0; m_pParent = 0; m_pChild = 0; } CGameWorld::~CGameWorld() { // delete all entities for(auto &pFirstEntityType : m_apFirstEntityTypes) while(pFirstEntityType) delete pFirstEntityType; 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) { 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::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; } } if(m_IsValidCopy && m_pParent && m_pParent->m_pChild == this && pEnt->m_pParent) pEnt->m_pParent->m_DestroyTick = GameTick(); pEnt->m_pParent = 0; } void CGameWorld::RemoveEntities() { // destroy objects marked for destruction for(auto *pEnt : m_apFirstEntityTypes) for(; pEnt;) { m_pNextTraverseEntity = pEnt->m_pNextTypeEntity; if(pEnt->m_MarkedForDestroy) { RemoveEntity(pEnt); pEnt->Destroy(); } pEnt = m_pNextTraverseEntity; } } bool distCompare(std::pair a, std::pair b) { return (a.first < b.first); } void CGameWorld::Tick() { // update all objects for(auto *pEnt : m_apFirstEntityTypes) for(; pEnt;) { m_pNextTraverseEntity = pEnt->m_pNextTypeEntity; pEnt->Tick(); pEnt = m_pNextTraverseEntity; } for(auto *pEnt : m_apFirstEntityTypes) for(; 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(pThisOnly && p != pThisOnly) continue; if(CollideWith != -1 && !p->CanCollide(CollideWith)) continue; vec2 IntersectPos; if(closest_point_on_line(Pos0, Pos1, p->m_Pos, IntersectPos)) { 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 CGameWorld::IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, class CEntity *pNotThis) { std::list listOfChars; CCharacter *pChr = (CCharacter *)FindFirst(CGameWorld::ENTTYPE_CHARACTER); for(; pChr; pChr = (CCharacter *)pChr->TypeNext()) { if(pChr == pNotThis) continue; vec2 IntersectPos; if(closest_point_on_line(Pos0, Pos1, pChr->m_Pos, IntersectPos)) { 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->SetHookedPlayer(-1); Core->m_HookState = HOOK_RETRACTED; Core->m_TriggeredEvents |= COREEVENT_HOOK_RETRACT; } } } CTuningParams *CGameWorld::Tuning() { return &m_Core.m_Tuning[g_Config.m_ClDummy]; } CEntity *CGameWorld::GetEntity(int ID, int EntityType) { for(CEntity *pEnt = m_apFirstEntityTypes[EntityType]; 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 CEntity *apEnts[MAX_CLIENTS]; 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++) { CCharacter *pChar = (CCharacter *)apEnts[i]; vec2 Diff = pChar->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 == pChar->GetCID()) { if(Owner != -1 && pChar->IsAlive() && !pChar->CanCollide(Owner)) continue; if(Owner == -1 && ActivatedTeam != -1 && pChar->IsAlive() && pChar->Team() != ActivatedTeam) continue; pChar->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, CNetObj_DDNetCharacterDisplayInfo *pExtendedDisplayInfo, int GameTeam, bool IsLocal) { CCharacter *pChar; if((pChar = (CCharacter *)GetEntity(ObjID, ENTTYPE_CHARACTER))) { pChar->Read(pCharObj, pExtended, pExtendedDisplayInfo, IsLocal); pChar->Keep(); } else pChar = new CCharacter(this, ObjID, pCharObj, pExtended, pExtendedDisplayInfo); if(pChar) pChar->m_GameTeam = GameTeam; } void CGameWorld::NetObjAdd(int ObjID, int ObjType, const void *pObjData, const CNetObj_EntityEx *pDataEx) { if((ObjType == NETOBJTYPE_PROJECTILE || ObjType == NETOBJTYPE_DDNETPROJECTILE) && m_WorldConfig.m_PredictWeapons) { CProjectileData Data; if(ObjType == NETOBJTYPE_PROJECTILE) { Data = ExtractProjectileInfo((const CNetObj_Projectile *)pObjData, this); } else { Data = ExtractProjectileInfoDDNet((const CNetObj_DDNetProjectile *)pObjData, this); } CProjectile NetProj = CProjectile(this, ObjID, &Data, pDataEx); 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(!Data.m_ExtraInfo) { // 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 = 200.0f, Second = 200.0f; 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, pDataEx); 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); CLaser *pMatching = 0; if(CLaser *pLaser = dynamic_cast(GetEntity(ObjID, ENTTYPE_LASER))) if(NetLaser.Match(pLaser)) pMatching = pLaser; if(!pMatching) { for(CEntity *pEnt = FindFirst(CGameWorld::ENTTYPE_LASER); pEnt; pEnt = pEnt->TypeNext()) { auto *const pLaser = dynamic_cast(pEnt); if(pLaser && pLaser->m_ID == -1 && NetLaser.Match(pLaser)) { pMatching = pLaser; pMatching->m_ID = ObjID; break; } } } if(pMatching) { pMatching->Keep(); if(distance(NetLaser.m_From, NetLaser.m_Pos) < distance(pMatching->m_From, pMatching->m_Pos) - 2.f) { // if the laser stopped earlier than predicted, set the energy to 0 pMatching->m_Energy = 0.f; pMatching->m_Pos = NetLaser.m_Pos; } } } } 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_SavedInput.m_TargetY = -1; pHookedChar->m_KeepHooked = true; pHookedChar->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_pTuningList = pFrom->m_pTuningList; m_Teams = pFrom->m_Teams; // delete the previous entities for(auto &pFirstEntityType : m_apFirstEntityTypes) while(pFirstEntityType) delete pFirstEntityType; 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: case NETOBJTYPE_DDNETPROJECTILE: { CProjectileData Data; if(ObjType == NETOBJTYPE_PROJECTILE) { Data = ExtractProjectileInfo((const CNetObj_Projectile *)pObjData, this); } else { Data = ExtractProjectileInfoDDNet((const CNetObj_DDNetProjectile *)pObjData, this); } CProjectile *pEnt = (CProjectile *)GetEntity(ObjID, ENTTYPE_PROJECTILE); if(pEnt && CProjectile(this, ObjID, &Data).Match(pEnt)) { return pEnt; } return 0; } 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(auto &pFirstEntityType : m_apFirstEntityTypes) while(pFirstEntityType) delete pFirstEntityType; }