#ifndef GAME_SERVER_GAMEWORLD_H #define GAME_SERVER_GAMEWORLD_H #include class CEntity; class CCharacter; /* Class: Game World Tracks all entities in the game. Propagates tick and snap calls to all entities. */ class CGameWorld { void Reset(); void RemoveEntities(); enum { NUM_ENT_TYPES=10, // TODO: are more exact value perhaps? :) }; // TODO: two lists seams kinda not good, shouldn't be needed CEntity *m_pFirstEntity; CEntity *m_apFirstEntityTypes[NUM_ENT_TYPES]; class CGameContext *m_pGameServer; class IServer *m_pServer; public: class CGameContext *GameServer() { return m_pGameServer; } class IServer *Server() { return m_pServer; } bool m_ResetRequested; bool m_Paused; CWorldCore m_Core; CGameWorld(); ~CGameWorld(); void SetGameServer(CGameContext *pGameServer); CEntity *FindFirst() { return m_pFirstEntity; } CEntity *FindFirst(int Type); /* Function: find_entities Finds entities close to a position and returns them in a list. Arguments: pos - Position. radius - How close the entities have to be. ents - Pointer to a list that should be filled with the pointers to the entities. max - Number of entities that fits into the ents array. type - Type of the entities to find. -1 for all types. Returns: Number of entities found and added to the ents array. */ int FindEntities(vec2 Pos, float Radius, CEntity **ppEnts, int Max, int Type = -1); /* Function: interserct_CCharacter Finds the closest CCharacter that intersects the line. Arguments: pos0 - Start position pos2 - End position radius - How for from the line the CCharacter is allowed to be. new_pos - Intersection position notthis - Entity to ignore intersecting with Returns: Returns a pointer to the closest hit or NULL of there is no intersection. */ class CCharacter *IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, class CEntity *pNotThis = 0); /* Function: closest_CCharacter Finds the closest CCharacter to a specific point. Arguments: pos - The center position. radius - How far off the CCharacter is allowed to be notthis - Entity to ignore Returns: Returns a pointer to the closest CCharacter or NULL if no CCharacter is close enough. */ class CCharacter *ClosestCharacter(vec2 Pos, float Radius, CEntity *ppNotThis); /* Function: insert_entity Adds an entity to the world. Arguments: entity - Entity to add */ void InsertEntity(CEntity *pEntity); /* Function: remove_entity Removes an entity from the world. Arguments: entity - Entity to remove */ void RemoveEntity(CEntity *pEntity); /* Function: destroy_entity Destroys an entity in the world. Arguments: entity - Entity to destroy */ void DestroyEntity(CEntity *pEntity); /* Function: snap Calls snap on all the entities in the world to create the snapshot. Arguments: snapping_client - ID of the client which snapshot is being created. */ void Snap(int SnappingClient); /* Function: tick Calls tick on all the entities in the world to progress the world to the next tick. */ void Tick(); }; #endif