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134 lines
2.9 KiB
C++
134 lines
2.9 KiB
C++
#ifndef GAME_SERVER_GAMEWORLD_H
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#define GAME_SERVER_GAMEWORLD_H
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#include <game/gamecore.hpp>
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class ENTITY;
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class CHARACTER;
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/*
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Class: Game World
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Tracks all entities in the game. Propagates tick and
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snap calls to all entities.
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*/
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class GAMEWORLD
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{
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void reset();
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void remove_entities();
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enum
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{
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NUM_ENT_TYPES=10, // TODO: are more exact value perhaps? :)
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};
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// TODO: two lists seams kinda not good, shouldn't be needed
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ENTITY *first_entity;
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ENTITY *first_entity_types[NUM_ENT_TYPES];
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public:
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bool reset_requested;
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bool paused;
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WORLD_CORE core;
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GAMEWORLD();
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~GAMEWORLD();
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ENTITY *find_first() { return first_entity; }
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ENTITY *find_first(int type);
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/*
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Function: find_entities
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Finds entities close to a position and returns them in a list.
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Arguments:
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pos - Position.
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radius - How close the entities have to be.
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ents - Pointer to a list that should be filled with the pointers
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to the entities.
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max - Number of entities that fits into the ents array.
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type - Type of the entities to find. -1 for all types.
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Returns:
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Number of entities found and added to the ents array.
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*/
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int find_entities(vec2 pos, float radius, ENTITY **ents, int max, int type = -1);
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/*
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Function: interserct_character
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Finds the closest character that intersects the line.
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Arguments:
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pos0 - Start position
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pos2 - End position
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radius - How for from the line the character is allowed to be.
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new_pos - Intersection position
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notthis - Entity to ignore intersecting with
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Returns:
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Returns a pointer to the closest hit or NULL of there is no intersection.
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*/
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class CHARACTER *intersect_character(vec2 pos0, vec2 pos1, float radius, vec2 &new_pos, class ENTITY *notthis = 0);
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/*
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Function: closest_character
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Finds the closest character to a specific point.
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Arguments:
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pos - The center position.
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radius - How far off the character is allowed to be
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notthis - Entity to ignore
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Returns:
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Returns a pointer to the closest character or NULL if no character is close enough.
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*/
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class CHARACTER *closest_character(vec2 pos, float radius, ENTITY *notthis);
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/*
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Function: insert_entity
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Adds an entity to the world.
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Arguments:
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entity - Entity to add
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*/
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void insert_entity(ENTITY *entity);
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/*
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Function: remove_entity
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Removes an entity from the world.
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Arguments:
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entity - Entity to remove
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*/
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void remove_entity(ENTITY *entity);
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/*
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Function: destroy_entity
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Destroys an entity in the world.
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Arguments:
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entity - Entity to destroy
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*/
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void destroy_entity(ENTITY *entity);
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/*
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Function: snap
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Calls snap on all the entities in the world to create
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the snapshot.
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Arguments:
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snapping_client - ID of the client which snapshot
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is being created.
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*/
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void snap(int snapping_client);
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/*
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Function: tick
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Calls tick on all the entities in the world to progress
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the world to the next tick.
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*/
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void tick();
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};
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#endif
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