/* (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 "gamecontext.h" ////////////////////////////////////////////////// // game world ////////////////////////////////////////////////// CGameWorld::CGameWorld() { m_pGameServer = 0x0; m_pServer = 0x0; m_Paused = false; m_ResetRequested = false; for(int i = 0; i < NUM_ENTTYPES; i++) m_apFirstEntityTypes[i] = 0; } CGameWorld::~CGameWorld() { // delete all entities for(int i = 0; i < NUM_ENTTYPES; i++) while(m_apFirstEntityTypes[i]) delete m_apFirstEntityTypes[i]; } void CGameWorld::SetGameServer(CGameContext *pGameServer) { m_pGameServer = pGameServer; m_pServer = m_pGameServer->Server(); } CEntity *CGameWorld::FindFirst(int Type) { return Type < 0 || Type >= NUM_ENTTYPES ? 0 : m_apFirstEntityTypes[Type]; } 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) { ppEnts[Num] = pEnt; Num++; if(Num == Max) break; } } return Num; } void CGameWorld::InsertEntity(CEntity *pEnt) { #ifdef CONF_DEBUG for(CEntity *pCur = m_apFirstEntityTypes[pEnt->m_ObjType]; pCur; pCur = pCur->m_pNextTypeEntity) dbg_assert(pCur != pEnt, "err"); #endif // insert it 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_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; } // void CGameWorld::Snap(int SnappingClient) { for(int i = 0; i < NUM_ENTTYPES; i++) for(CEntity *pEnt = m_apFirstEntityTypes[i]; pEnt; ) { m_pNextTraverseEntity = pEnt->m_pNextTypeEntity; pEnt->Snap(SnappingClient); pEnt = m_pNextTraverseEntity; } } void CGameWorld::Reset() { // reset all entities for(int i = 0; i < NUM_ENTTYPES; i++) for(CEntity *pEnt = m_apFirstEntityTypes[i]; pEnt; ) { m_pNextTraverseEntity = pEnt->m_pNextTypeEntity; pEnt->Reset(); pEnt = m_pNextTraverseEntity; } RemoveEntities(); GameServer()->m_pController->PostReset(); RemoveEntities(); m_ResetRequested = false; } 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; } } 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(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_pNextTraverseEntity; } } RemoveEntities(); } // TODO: should be more general CCharacter *CGameWorld::IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2& NewPos, CCharacter *pNotThis, int CollideWith) { // Find other players float ClosestLen = distance(Pos0, Pos1) * 100.0f; vec2 LineDir = normalize(Pos1-Pos0); 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; } 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(ENTTYPE_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; } std::list CGameWorld::IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, class CEntity *pNotThis) { std::list< CCharacter * > listOfChars; // Find other players vec2 LineDir = normalize(Pos1-Pos0); 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) { p->m_Intersection = IntersectPos; listOfChars.push_back(p); } } return listOfChars; } void CGameWorld::ReleaseHooked(int ClientId) { CCharacter *p = (CCharacter *)CGameWorld::FindFirst(NETOBJTYPE_CHARACTER); for(; p; p = (CCharacter *)p->TypeNext()) if(p->m_Core.m_HookedPlayer == ClientId && !p->m_Super) { p->m_Core.m_HookedPlayer = -1; p->m_Core.m_HookState = HOOK_RETRACTED; p->m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT; p->m_Core.m_HookState = HOOK_RETRACTED; } }