/* (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_SERVER_GAMECONTEXT_H #define GAME_SERVER_GAMECONTEXT_H #include #include #include #include #include #include "eventhandler.h" #include "gamecontroller.h" #include "gameworld.h" #include "player.h" /* Tick Game Context (CGameContext::tick) Game World (GAMEWORLD::tick) Reset world if requested (GAMEWORLD::reset) All entities in the world (ENTITY::tick) All entities in the world (ENTITY::tick_defered) Remove entities marked for deletion (GAMEWORLD::remove_entities) Game Controller (GAMECONTROLLER::tick) All players (CPlayer::tick) Snap Game Context (CGameContext::snap) Game World (GAMEWORLD::snap) All entities in the world (ENTITY::snap) Game Controller (GAMECONTROLLER::snap) Events handler (EVENT_HANDLER::snap) All players (CPlayer::snap) */ class CGameContext : public IGameServer { IServer *m_pServer; class IConsole *m_pConsole; CLayers m_Layers; CCollision m_Collision; CNetObjHandler m_NetObjHandler; CTuningParams m_Tuning; static void ConTuneParam(IConsole::IResult *pResult, void *pUserData); static void ConTuneReset(IConsole::IResult *pResult, void *pUserData); static void ConTuneDump(IConsole::IResult *pResult, void *pUserData); static void ConChangeMap(IConsole::IResult *pResult, void *pUserData); static void ConRestart(IConsole::IResult *pResult, void *pUserData); static void ConBroadcast(IConsole::IResult *pResult, void *pUserData); static void ConSay(IConsole::IResult *pResult, void *pUserData); static void ConSetTeam(IConsole::IResult *pResult, void *pUserData); static void ConSetTeamAll(IConsole::IResult *pResult, void *pUserData); static void ConAddVote(IConsole::IResult *pResult, void *pUserData); static void ConRemoveVote(IConsole::IResult *pResult, void *pUserData); static void ConForceVote(IConsole::IResult *pResult, void *pUserData); static void ConClearVotes(IConsole::IResult *pResult, void *pUserData); static void ConVote(IConsole::IResult *pResult, void *pUserData); static void ConchainSpecialMotdupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData); CGameContext(int Resetting); void Construct(int Resetting); bool m_Resetting; public: IServer *Server() const { return m_pServer; } class IConsole *Console() { return m_pConsole; } CCollision *Collision() { return &m_Collision; } CTuningParams *Tuning() { return &m_Tuning; } CGameContext(); ~CGameContext(); void Clear(); CEventHandler m_Events; CPlayer *m_apPlayers[MAX_CLIENTS]; IGameController *m_pController; CGameWorld m_World; // helper functions class CCharacter *GetPlayerChar(int ClientID); // voting void StartVote(const char *pDesc, const char *pCommand, const char *pReason); void EndVote(); void SendVoteSet(int ClientID); void SendVoteStatus(int ClientID, int Total, int Yes, int No); void AbortVoteKickOnDisconnect(int ClientID); int m_VoteCreator; int64 m_VoteCloseTime; bool m_VoteUpdate; int m_VotePos; char m_aVoteDescription[VOTE_DESC_LENGTH]; char m_aVoteCommand[VOTE_CMD_LENGTH]; char m_aVoteReason[VOTE_REASON_LENGTH]; int m_NumVoteOptions; int m_VoteEnforce; enum { VOTE_ENFORCE_UNKNOWN=0, VOTE_ENFORCE_NO, VOTE_ENFORCE_YES, }; CHeap *m_pVoteOptionHeap; CVoteOptionServer *m_pVoteOptionFirst; CVoteOptionServer *m_pVoteOptionLast; // helper functions void CreateDamageInd(vec2 Pos, float AngleMod, int Amount); void CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamage); void CreateSmoke(vec2 Pos); void CreateHammerHit(vec2 Pos); void CreatePlayerSpawn(vec2 Pos); void CreateDeath(vec2 Pos, int Who); void CreateSound(vec2 Pos, int Sound, int Mask=-1); void CreateSoundGlobal(int Sound, int Target=-1); enum { CHAT_ALL=-2, CHAT_SPEC=-1, CHAT_RED=0, CHAT_BLUE=1 }; // network void SendChatTarget(int To, const char *pText); void SendChat(int ClientID, int Team, const char *pText); void SendEmoticon(int ClientID, int Emoticon); void SendWeaponPickup(int ClientID, int Weapon); void SendBroadcast(const char *pText, int ClientID); // void CheckPureTuning(); void SendTuningParams(int ClientID); // engine events virtual void OnInit(); virtual void OnConsoleInit(); virtual void OnShutdown(); virtual void OnTick(); virtual void OnPreSnap(); virtual void OnSnap(int ClientID); virtual void OnPostSnap(); virtual void OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID); virtual void OnClientConnected(int ClientID); virtual void OnClientEnter(int ClientID); virtual void OnClientDrop(int ClientID); virtual void OnClientDirectInput(int ClientID, void *pInput); virtual void OnClientPredictedInput(int ClientID, void *pInput); virtual bool IsClientReady(int ClientID); virtual bool IsClientPlayer(int ClientID); virtual const char *GameType(); virtual const char *Version(); virtual const char *NetVersion(); }; inline int CmaskAll() { return -1; } inline int CmaskOne(int ClientID) { return 1<