/* (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. */ #ifndef GAME_CLIENT_PREDICTION_GAMEWORLD_H #define GAME_CLIENT_PREDICTION_GAMEWORLD_H #include #include class CEntity; class CCharacter; class CGameWorld { friend class CCharacter; public: enum { ENTTYPE_PROJECTILE = 0, ENTTYPE_LASER, ENTTYPE_PICKUP, ENTTYPE_FLAG, ENTTYPE_CHARACTER, NUM_ENTTYPES }; CWorldCore m_Core; CTeamsCore m_Teams; CGameWorld(); ~CGameWorld(); CEntity *FindFirst(int Type); CEntity *FindLast(int Type); int FindEntities(vec2 Pos, float Radius, CEntity **ppEnts, int Max, int Type); class CCharacter *IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, class CCharacter *pNotThis = 0, int CollideWith = -1, class CCharacter *pThisOnly = 0); void InsertEntity(CEntity *pEntity, bool Last = false); void RemoveEntity(CEntity *pEntity); void Tick(); // DDRace void ReleaseHooked(int ClientID); std::list IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, class CEntity *pNotThis = 0); int m_GameTick; int m_GameTickSpeed; CCollision *m_pCollision; // getter for server variables int GameTick() { return m_GameTick; } int GameTickSpeed() { return m_GameTickSpeed; } class CCollision *Collision() { return m_pCollision; } CTeamsCore *Teams() { return &m_Teams; } CTuningParams *Tuning(); CEntity *GetEntity(int ID, int EntityType); class CCharacter *GetCharacterByID(int ID) { return (ID >= 0 && ID < MAX_CLIENTS) ? m_apCharacters[ID] : 0; } // from gamecontext void CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamage, int ActivatedTeam, int64_t Mask); // for client side prediction struct { bool m_IsDDRace; bool m_IsVanilla; bool m_IsFNG; bool m_InfiniteAmmo; bool m_PredictTiles; int m_PredictFreeze; bool m_PredictWeapons; bool m_PredictDDRace; bool m_IsSolo; bool m_UseTuneZones; } m_WorldConfig; bool m_IsValidCopy; CGameWorld *m_pParent; CGameWorld *m_pChild; void OnModified(); void NetObjBegin(); void NetCharAdd(int ObjID, CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtended, int GameTeam, bool IsLocal); void NetObjAdd(int ObjID, int ObjType, const void *pObjData, const CNetObj_EntityEx *pDataEx); void NetObjEnd(int LocalID); void CopyWorld(CGameWorld *pFrom); CEntity *FindMatch(int ObjID, int ObjType, const void *pObjData); void Clear(); CTuningParams *m_pTuningList; CTuningParams *TuningList() { return m_pTuningList; } CTuningParams *GetTuning(int i) { return &TuningList()[i]; } private: void RemoveEntities(); CEntity *m_pNextTraverseEntity = nullptr; CEntity *m_apFirstEntityTypes[NUM_ENTTYPES]; class CCharacter *m_apCharacters[MAX_CLIENTS]; }; class CCharOrder { public: std::list m_IDs; // reverse of the order in the gameworld, since entities will be inserted in reverse CCharOrder() { for(int i = 0; i < MAX_CLIENTS; i++) m_IDs.push_back(i); } void GiveStrong(int c) { if(0 <= c && c < MAX_CLIENTS) { m_IDs.remove(c); m_IDs.push_front(c); } } void GiveWeak(int c) { if(0 <= c && c < MAX_CLIENTS) { m_IDs.remove(c); m_IDs.push_back(c); } } bool HasStrongAgainst(int From, int To) { for(int i : m_IDs) { if(i == To) return false; else if(i == From) return true; } return false; } }; #endif