#include "gameworld.h" #include "entity.h" #include "gamecontext.h" ////////////////////////////////////////////////// // game world ////////////////////////////////////////////////// CGameWorld::CGameWorld() { m_pGameServer = 0x0; m_pServer = 0x0; m_Paused = false; m_ResetRequested = false; m_pFirstEntity = 0x0; for(int i = 0; i < NUM_ENT_TYPES; i++) m_apFirstEntityTypes[i] = 0; } CGameWorld::~CGameWorld() { // delete all entities while(m_pFirstEntity) delete m_pFirstEntity; } void CGameWorld::SetGameServer(CGameContext *pGameServer) { m_pGameServer = pGameServer; m_pServer = m_pGameServer->Server(); } CEntity *CGameWorld::FindFirst(int Type) { return m_apFirstEntityTypes[Type]; } int CGameWorld::FindEntities(vec2 Pos, float Radius, CEntity **ppEnts, int Max, int Type) { int Num = 0; for(CEntity *pEnt = (Type<0) ? m_pFirstEntity : m_apFirstEntityTypes[Type]; pEnt; pEnt = (Type<0) ? pEnt->m_pNextEntity : pEnt->m_pNextTypeEntity) { if(distance(pEnt->m_Pos, Pos) < Radius+pEnt->m_ProximityRadius) { ppEnts[Num] = pEnt; Num++; if(Num == Max) break; } } return Num; } void CGameWorld::InsertEntity(CEntity *pEnt) { CEntity *pCur = m_pFirstEntity; while(pCur) { dbg_assert(pCur != pEnt, "err"); pCur = pCur->m_pNextEntity; } // insert it if(m_pFirstEntity) m_pFirstEntity->m_pPrevEntity = pEnt; pEnt->m_pNextEntity = m_pFirstEntity; pEnt->m_pPrevEntity = 0x0; m_pFirstEntity = pEnt; // into typelist aswell 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; } void CGameWorld::DestroyEntity(CEntity *pEnt) { pEnt->m_MarkedForDestroy = true; } void CGameWorld::RemoveEntity(CEntity *pEnt) { // not in the list if(!pEnt->m_pNextEntity && !pEnt->m_pPrevEntity && m_pFirstEntity != pEnt) return; // remove if(pEnt->m_pPrevEntity) pEnt->m_pPrevEntity->m_pNextEntity = pEnt->m_pNextEntity; else m_pFirstEntity = pEnt->m_pNextEntity; if(pEnt->m_pNextEntity) pEnt->m_pNextEntity->m_pPrevEntity = pEnt->m_pPrevEntity; 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; pEnt->m_pNextEntity = 0; pEnt->m_pPrevEntity = 0; pEnt->m_pNextTypeEntity = 0; pEnt->m_pPrevTypeEntity = 0; } // void CGameWorld::Snap(int SnappingClient) { for(CEntity *pEnt = m_pFirstEntity; pEnt; pEnt = pEnt->m_pNextEntity) pEnt->Snap(SnappingClient); } void CGameWorld::Reset() { // reset all entities for(CEntity *pEnt = m_pFirstEntity; pEnt; pEnt = pEnt->m_pNextEntity) pEnt->Reset(); RemoveEntities(); GameServer()->m_pController->PostReset(); RemoveEntities(); m_ResetRequested = false; } void CGameWorld::RemoveEntities() { // destroy objects marked for destruction CEntity *pEnt = m_pFirstEntity; while(pEnt) { CEntity *pNext = pEnt->m_pNextEntity; if(pEnt->m_MarkedForDestroy) { RemoveEntity(pEnt); pEnt->Destroy(); } pEnt = pNext; } } void CGameWorld::Tick() { if(m_ResetRequested) Reset(); if(!m_Paused) { if(GameServer()->m_pController->IsForceBalanced()) GameServer()->SendChat(-1, CGameContext::CHAT_ALL, "Teams have been balanced"); // update all objects for(CEntity *pEnt = m_pFirstEntity; pEnt; pEnt = pEnt->m_pNextEntity) pEnt->Tick(); for(CEntity *pEnt = m_pFirstEntity; pEnt; pEnt = pEnt->m_pNextEntity) pEnt->TickDefered(); } RemoveEntities(); } // TODO: should be more general CCharacter *CGameWorld::IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2& NewPos, CEntity *pNotThis) { // Find other players float ClosestLen = distance(Pos0, Pos1) * 100.0f; vec2 LineDir = normalize(Pos1-Pos0); CCharacter *pClosest = 0; CCharacter *p = (CCharacter *)FindFirst(NETOBJTYPE_CHARACTER); for(; p; p = (CCharacter *)p->TypeNext()) { if(p == pNotThis) 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) { if(Len < ClosestLen) { NewPos = IntersectPos; ClosestLen = Len; pClosest = p; } } } return pClosest; } bool CGameWorld::IntersectCharacters(vec2 Pos0, vec2 Pos1, float Radius, int Type) { bool Return = false; CCharacter *p = (CCharacter *)FindFirst(NETOBJTYPE_CHARACTER); for(; p; p = (CCharacter *)p->TypeNext()) { vec2 IntersectPos = closest_point_on_line(Pos0, Pos1, p->m_Pos); float Len = distance(p->m_Pos, IntersectPos); if(Len < p->m_ProximityRadius+Radius) { switch (Type) { case 1: p->Freeze(Server()->TickSpeed()*3); break; case 2: p->m_Doored = true; break; default: break; } Return = true; } } return Return; } CCharacter *CGameWorld::ClosestCharacter(vec2 Pos, float Radius, CEntity *pNotThis) { // Find other players float ClosestRange = Radius*2; CCharacter *pClosest = 0; CCharacter *p = (CCharacter *)GameServer()->m_World.FindFirst(NETOBJTYPE_CHARACTER); for(; p; p = (CCharacter *)p->TypeNext()) { if(p == pNotThis) continue; float Len = distance(Pos, p->m_Pos); if(Len < p->m_ProximityRadius+Radius) { if(Len < ClosestRange) { ClosestRange = Len; pClosest = p; } } } return pClosest; }