mirror of
https://github.com/ddnet/ddnet.git
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614 lines
16 KiB
C++
614 lines
16 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include "gameworld.h"
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#include "entities/character.h"
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#include "entities/laser.h"
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#include "entities/pickup.h"
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#include "entities/projectile.h"
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#include "entity.h"
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#include <algorithm>
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#include <engine/shared/config.h>
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#include <game/client/projectile_data.h>
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#include <utility>
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//////////////////////////////////////////////////
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// game world
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//////////////////////////////////////////////////
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CGameWorld::CGameWorld()
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{
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for(auto &pFirstEntityType : m_apFirstEntityTypes)
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pFirstEntityType = 0;
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for(auto &pCharacter : m_apCharacters)
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pCharacter = 0;
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m_pCollision = 0;
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m_GameTick = 0;
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m_pParent = 0;
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m_pChild = 0;
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}
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CGameWorld::~CGameWorld()
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{
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// delete all entities
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for(auto &pFirstEntityType : m_apFirstEntityTypes)
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while(pFirstEntityType)
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delete pFirstEntityType;
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if(m_pChild && m_pChild->m_pParent == this)
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{
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OnModified();
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m_pChild->m_pParent = 0;
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}
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if(m_pParent && m_pParent->m_pChild == this)
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m_pParent->m_pChild = 0;
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}
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CEntity *CGameWorld::FindFirst(int Type)
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{
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return Type < 0 || Type >= NUM_ENTTYPES ? 0 : m_apFirstEntityTypes[Type];
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}
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CEntity *CGameWorld::FindLast(int Type)
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{
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CEntity *pLast = FindFirst(Type);
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if(pLast)
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while(pLast->TypeNext())
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pLast = pLast->TypeNext();
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return pLast;
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}
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int CGameWorld::FindEntities(vec2 Pos, float Radius, CEntity **ppEnts, int Max, int Type)
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{
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if(Type < 0 || Type >= NUM_ENTTYPES)
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return 0;
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int Num = 0;
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for(CEntity *pEnt = m_apFirstEntityTypes[Type]; pEnt; pEnt = pEnt->m_pNextTypeEntity)
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{
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if(distance(pEnt->m_Pos, Pos) < Radius + pEnt->m_ProximityRadius)
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{
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if(ppEnts)
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ppEnts[Num] = pEnt;
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Num++;
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if(Num == Max)
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break;
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}
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}
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return Num;
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}
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void CGameWorld::InsertEntity(CEntity *pEnt, bool Last)
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{
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pEnt->m_pGameWorld = this;
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pEnt->m_pNextTypeEntity = 0x0;
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pEnt->m_pPrevTypeEntity = 0x0;
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// insert it
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if(!Last)
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{
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if(m_apFirstEntityTypes[pEnt->m_ObjType])
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m_apFirstEntityTypes[pEnt->m_ObjType]->m_pPrevTypeEntity = pEnt;
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pEnt->m_pNextTypeEntity = m_apFirstEntityTypes[pEnt->m_ObjType];
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pEnt->m_pPrevTypeEntity = 0x0;
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m_apFirstEntityTypes[pEnt->m_ObjType] = pEnt;
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}
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else
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{
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// insert it at the end of the list
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CEntity *pLast = m_apFirstEntityTypes[pEnt->m_ObjType];
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if(pLast)
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{
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while(pLast->m_pNextTypeEntity)
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pLast = pLast->m_pNextTypeEntity;
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pLast->m_pNextTypeEntity = pEnt;
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}
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else
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m_apFirstEntityTypes[pEnt->m_ObjType] = pEnt;
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pEnt->m_pPrevTypeEntity = pLast;
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pEnt->m_pNextTypeEntity = 0x0;
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}
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if(pEnt->m_ObjType == ENTTYPE_CHARACTER)
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{
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auto *pChar = (CCharacter *)pEnt;
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int ID = pChar->GetCID();
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if(ID >= 0 && ID < MAX_CLIENTS)
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{
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m_apCharacters[ID] = pChar;
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m_Core.m_apCharacters[ID] = pChar->Core();
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}
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pChar->SetCoreWorld(this);
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}
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}
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void CGameWorld::RemoveEntity(CEntity *pEnt)
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{
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// not in the list
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if(!pEnt->m_pNextTypeEntity && !pEnt->m_pPrevTypeEntity && m_apFirstEntityTypes[pEnt->m_ObjType] != pEnt)
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return;
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// remove
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if(pEnt->m_pPrevTypeEntity)
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pEnt->m_pPrevTypeEntity->m_pNextTypeEntity = pEnt->m_pNextTypeEntity;
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else
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m_apFirstEntityTypes[pEnt->m_ObjType] = pEnt->m_pNextTypeEntity;
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if(pEnt->m_pNextTypeEntity)
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pEnt->m_pNextTypeEntity->m_pPrevTypeEntity = pEnt->m_pPrevTypeEntity;
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// keep list traversing valid
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if(m_pNextTraverseEntity == pEnt)
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m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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pEnt->m_pNextTypeEntity = 0;
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pEnt->m_pPrevTypeEntity = 0;
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if(m_IsValidCopy && m_pParent && m_pParent->m_pChild == this && pEnt->m_pParent)
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pEnt->m_pParent->m_DestroyTick = GameTick();
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pEnt->m_pParent = 0;
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}
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void CGameWorld::RemoveCharacter(CCharacter *pChar)
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{
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int ID = pChar->GetCID();
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if(ID >= 0 && ID < MAX_CLIENTS)
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{
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m_apCharacters[ID] = 0;
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m_Core.m_apCharacters[ID] = 0;
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}
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}
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void CGameWorld::RemoveEntities()
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{
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// destroy objects marked for destruction
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for(auto *pEnt : m_apFirstEntityTypes)
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for(; pEnt;)
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{
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m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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if(pEnt->m_MarkedForDestroy)
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{
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RemoveEntity(pEnt);
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pEnt->Destroy();
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}
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pEnt = m_pNextTraverseEntity;
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}
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}
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bool distCompare(std::pair<float, int> a, std::pair<float, int> b)
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{
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return (a.first < b.first);
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}
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void CGameWorld::Tick()
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{
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// update all objects
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for(auto *pEnt : m_apFirstEntityTypes)
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for(; pEnt;)
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{
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m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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pEnt->Tick();
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pEnt = m_pNextTraverseEntity;
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}
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for(auto *pEnt : m_apFirstEntityTypes)
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for(; pEnt;)
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{
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m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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pEnt->TickDefered();
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pEnt->m_SnapTicks++;
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pEnt = m_pNextTraverseEntity;
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}
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RemoveEntities();
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OnModified();
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}
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// TODO: should be more general
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CCharacter *CGameWorld::IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, CCharacter *pNotThis, int CollideWith, class CCharacter *pThisOnly)
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{
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// Find other players
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float ClosestLen = distance(Pos0, Pos1) * 100.0f;
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CCharacter *pClosest = 0;
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CCharacter *p = (CCharacter *)FindFirst(ENTTYPE_CHARACTER);
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for(; p; p = (CCharacter *)p->TypeNext())
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{
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if(p == pNotThis)
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continue;
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if(pThisOnly && p != pThisOnly)
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continue;
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if(CollideWith != -1 && !p->CanCollide(CollideWith))
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continue;
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vec2 IntersectPos;
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if(closest_point_on_line(Pos0, Pos1, p->m_Pos, IntersectPos))
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{
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float Len = distance(p->m_Pos, IntersectPos);
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if(Len < p->m_ProximityRadius + Radius)
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{
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Len = distance(Pos0, IntersectPos);
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if(Len < ClosestLen)
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{
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NewPos = IntersectPos;
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ClosestLen = Len;
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pClosest = p;
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}
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}
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}
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}
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return pClosest;
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}
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std::list<class CCharacter *> CGameWorld::IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, class CEntity *pNotThis)
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{
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std::list<CCharacter *> listOfChars;
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CCharacter *pChr = (CCharacter *)FindFirst(CGameWorld::ENTTYPE_CHARACTER);
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for(; pChr; pChr = (CCharacter *)pChr->TypeNext())
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{
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if(pChr == pNotThis)
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continue;
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vec2 IntersectPos;
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if(closest_point_on_line(Pos0, Pos1, pChr->m_Pos, IntersectPos))
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{
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float Len = distance(pChr->m_Pos, IntersectPos);
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if(Len < pChr->m_ProximityRadius + Radius)
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{
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listOfChars.push_back(pChr);
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}
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}
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}
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return listOfChars;
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}
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void CGameWorld::ReleaseHooked(int ClientID)
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{
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CCharacter *pChr = (CCharacter *)CGameWorld::FindFirst(CGameWorld::ENTTYPE_CHARACTER);
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for(; pChr; pChr = (CCharacter *)pChr->TypeNext())
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{
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CCharacterCore *Core = pChr->Core();
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if(Core->m_HookedPlayer == ClientID)
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{
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Core->SetHookedPlayer(-1);
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Core->m_HookState = HOOK_RETRACTED;
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Core->m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
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}
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}
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}
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CTuningParams *CGameWorld::Tuning()
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{
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return &m_Core.m_Tuning[g_Config.m_ClDummy];
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}
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CEntity *CGameWorld::GetEntity(int ID, int EntityType)
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{
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for(CEntity *pEnt = m_apFirstEntityTypes[EntityType]; pEnt; pEnt = pEnt->m_pNextTypeEntity)
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if(pEnt->m_ID == ID)
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return pEnt;
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return 0;
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}
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void CGameWorld::CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamage, int ActivatedTeam, int64_t Mask)
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{
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if(Owner < 0 && m_WorldConfig.m_IsSolo && !(Weapon == WEAPON_SHOTGUN && m_WorldConfig.m_IsDDRace))
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return;
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// deal damage
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CEntity *apEnts[MAX_CLIENTS];
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float Radius = 135.0f;
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float InnerRadius = 48.0f;
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int Num = FindEntities(Pos, Radius, (CEntity **)apEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
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for(int i = 0; i < Num; i++)
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{
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CCharacter *pChar = (CCharacter *)apEnts[i];
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vec2 Diff = pChar->m_Pos - Pos;
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vec2 ForceDir(0, 1);
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float l = length(Diff);
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if(l)
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ForceDir = normalize(Diff);
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l = 1 - clamp((l - InnerRadius) / (Radius - InnerRadius), 0.0f, 1.0f);
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float Strength;
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if(Owner == -1 || !GetCharacterByID(Owner))
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Strength = Tuning()->m_ExplosionStrength;
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else
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Strength = GetCharacterByID(Owner)->Tuning()->m_ExplosionStrength;
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float Dmg = Strength * l;
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if((int)Dmg)
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if((GetCharacterByID(Owner) ? !(GetCharacterByID(Owner)->m_Hit & CCharacter::DISABLE_HIT_GRENADE) : g_Config.m_SvHit || NoDamage) || Owner == pChar->GetCID())
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{
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if(Owner != -1 && pChar->IsAlive() && !pChar->CanCollide(Owner))
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continue;
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if(Owner == -1 && ActivatedTeam != -1 && pChar->IsAlive() && pChar->Team() != ActivatedTeam)
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continue;
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pChar->TakeDamage(ForceDir * Dmg * 2, (int)Dmg, Owner, Weapon);
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if(GetCharacterByID(Owner) ? GetCharacterByID(Owner)->m_Hit & CCharacter::DISABLE_HIT_GRENADE : !g_Config.m_SvHit || NoDamage)
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break;
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}
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}
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}
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void CGameWorld::NetObjBegin()
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{
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for(int i = 0; i < NUM_ENTTYPES; i++)
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for(CEntity *pEnt = FindFirst(i); pEnt; pEnt = pEnt->TypeNext())
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{
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pEnt->m_MarkedForDestroy = true;
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if(i == ENTTYPE_CHARACTER)
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((CCharacter *)pEnt)->m_KeepHooked = false;
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}
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OnModified();
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}
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void CGameWorld::NetCharAdd(int ObjID, CNetObj_Character *pCharObj, CNetObj_DDNetCharacter *pExtended, CNetObj_DDNetCharacterDisplayInfo *pExtendedDisplayInfo, int GameTeam, bool IsLocal)
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{
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CCharacter *pChar;
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if((pChar = (CCharacter *)GetEntity(ObjID, ENTTYPE_CHARACTER)))
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{
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pChar->Read(pCharObj, pExtended, pExtendedDisplayInfo, IsLocal);
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pChar->Keep();
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}
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else
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pChar = new CCharacter(this, ObjID, pCharObj, pExtended, pExtendedDisplayInfo);
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if(pChar)
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pChar->m_GameTeam = GameTeam;
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}
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void CGameWorld::NetObjAdd(int ObjID, int ObjType, const void *pObjData, const CNetObj_EntityEx *pDataEx)
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{
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if((ObjType == NETOBJTYPE_PROJECTILE || ObjType == NETOBJTYPE_DDNETPROJECTILE) && m_WorldConfig.m_PredictWeapons)
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{
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CProjectileData Data;
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if(ObjType == NETOBJTYPE_PROJECTILE)
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{
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Data = ExtractProjectileInfo((const CNetObj_Projectile *)pObjData, this);
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}
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else
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{
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Data = ExtractProjectileInfoDDNet((const CNetObj_DDNetProjectile *)pObjData, this);
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}
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CProjectile NetProj = CProjectile(this, ObjID, &Data, pDataEx);
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if(NetProj.m_Type != WEAPON_SHOTGUN && fabs(length(NetProj.m_Direction) - 1.f) > 0.02f) // workaround to skip grenades on ball mod
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return;
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if(CProjectile *pProj = (CProjectile *)GetEntity(ObjID, ENTTYPE_PROJECTILE))
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{
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if(NetProj.Match(pProj))
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{
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pProj->Keep();
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if(pProj->m_Type == WEAPON_SHOTGUN && m_WorldConfig.m_IsDDRace)
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pProj->m_LifeSpan = 20 * GameTickSpeed() - (GameTick() - pProj->m_StartTick);
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return;
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}
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}
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if(!Data.m_ExtraInfo)
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{
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// try to match the newly received (unrecognized) projectile with a locally fired one
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for(CProjectile *pProj = (CProjectile *)FindFirst(CGameWorld::ENTTYPE_PROJECTILE); pProj; pProj = (CProjectile *)pProj->TypeNext())
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{
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if(pProj->m_ID == -1 && NetProj.Match(pProj))
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{
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pProj->m_ID = ObjID;
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pProj->Keep();
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return;
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}
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}
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// otherwise try to determine its owner by checking if there is only one player nearby
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if(NetProj.m_StartTick >= GameTick() - 4)
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{
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const vec2 NetPos = NetProj.m_Pos - normalize(NetProj.m_Direction) * 28.0 * 0.75;
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const bool Prev = (GameTick() - NetProj.m_StartTick) > 1;
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float First = 200.0f, Second = 200.0f;
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CCharacter *pClosest = 0;
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for(CCharacter *pChar = (CCharacter *)FindFirst(ENTTYPE_CHARACTER); pChar; pChar = (CCharacter *)pChar->TypeNext())
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{
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float Dist = distance(Prev ? pChar->m_PrevPrevPos : pChar->m_PrevPos, NetPos);
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if(Dist < First)
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{
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pClosest = pChar;
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First = Dist;
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}
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else if(Dist < Second)
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Second = Dist;
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}
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if(pClosest && maximum(First, 2.f) * 1.2f < Second)
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NetProj.m_Owner = pClosest->m_ID;
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}
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}
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CProjectile *pProj = new CProjectile(NetProj);
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InsertEntity((CEntity *)pProj);
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}
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else if(ObjType == NETOBJTYPE_PICKUP && m_WorldConfig.m_PredictWeapons)
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{
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CPickup NetPickup = CPickup(this, ObjID, (CNetObj_Pickup *)pObjData, pDataEx);
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if(CPickup *pPickup = (CPickup *)GetEntity(ObjID, ENTTYPE_PICKUP))
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{
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if(NetPickup.Match(pPickup))
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{
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pPickup->m_Pos = NetPickup.m_Pos;
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pPickup->Keep();
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return;
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}
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}
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CEntity *pEnt = new CPickup(NetPickup);
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InsertEntity(pEnt, true);
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}
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else if(ObjType == NETOBJTYPE_LASER && m_WorldConfig.m_PredictWeapons)
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{
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CLaser NetLaser = CLaser(this, ObjID, (CNetObj_Laser *)pObjData);
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CLaser *pMatching = 0;
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if(CLaser *pLaser = dynamic_cast<CLaser *>(GetEntity(ObjID, ENTTYPE_LASER)))
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if(NetLaser.Match(pLaser))
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pMatching = pLaser;
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if(!pMatching)
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{
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for(CEntity *pEnt = FindFirst(CGameWorld::ENTTYPE_LASER); pEnt; pEnt = pEnt->TypeNext())
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{
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auto *const pLaser = dynamic_cast<CLaser *>(pEnt);
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if(pLaser && pLaser->m_ID == -1 && NetLaser.Match(pLaser))
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{
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pMatching = pLaser;
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pMatching->m_ID = ObjID;
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break;
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}
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}
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}
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if(pMatching)
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{
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pMatching->Keep();
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if(distance(NetLaser.m_From, NetLaser.m_Pos) < distance(pMatching->m_From, pMatching->m_Pos) - 2.f)
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{
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// if the laser stopped earlier than predicted, set the energy to 0
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pMatching->m_Energy = 0.f;
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pMatching->m_Pos = NetLaser.m_Pos;
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}
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}
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}
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}
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void CGameWorld::NetObjEnd(int LocalID)
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{
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// keep predicting hooked characters, based on hook position
|
|
for(int i = 0; i < MAX_CLIENTS; i++)
|
|
if(CCharacter *pChar = GetCharacterByID(i))
|
|
if(!pChar->m_MarkedForDestroy)
|
|
if(CCharacter *pHookedChar = GetCharacterByID(pChar->m_Core.m_HookedPlayer))
|
|
if(pHookedChar->m_MarkedForDestroy)
|
|
{
|
|
pHookedChar->m_Pos = pHookedChar->m_Core.m_Pos = pChar->m_Core.m_HookPos;
|
|
pHookedChar->m_Core.m_Vel = vec2(0, 0);
|
|
mem_zero(&pHookedChar->m_SavedInput, sizeof(pHookedChar->m_SavedInput));
|
|
pHookedChar->m_SavedInput.m_TargetY = -1;
|
|
pHookedChar->m_KeepHooked = true;
|
|
pHookedChar->m_MarkedForDestroy = false;
|
|
}
|
|
RemoveEntities();
|
|
|
|
// Update character IDs and pointers
|
|
for(int i = 0; i < MAX_CLIENTS; i++)
|
|
{
|
|
m_apCharacters[i] = 0;
|
|
m_Core.m_apCharacters[i] = 0;
|
|
}
|
|
for(CCharacter *pChar = (CCharacter *)FindFirst(ENTTYPE_CHARACTER); pChar; pChar = (CCharacter *)pChar->TypeNext())
|
|
{
|
|
int ID = pChar->GetCID();
|
|
if(ID >= 0 && ID < MAX_CLIENTS)
|
|
{
|
|
m_apCharacters[ID] = pChar;
|
|
m_Core.m_apCharacters[ID] = pChar->Core();
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameWorld::CopyWorld(CGameWorld *pFrom)
|
|
{
|
|
if(pFrom == this || !pFrom)
|
|
return;
|
|
m_IsValidCopy = false;
|
|
m_pParent = pFrom;
|
|
if(m_pParent && m_pParent->m_pChild && m_pParent->m_pChild != this)
|
|
m_pParent->m_pChild->m_IsValidCopy = false;
|
|
pFrom->m_pChild = this;
|
|
|
|
m_GameTick = pFrom->m_GameTick;
|
|
m_GameTickSpeed = pFrom->m_GameTickSpeed;
|
|
m_pCollision = pFrom->m_pCollision;
|
|
m_WorldConfig = pFrom->m_WorldConfig;
|
|
for(int i = 0; i < 2; i++)
|
|
{
|
|
m_Core.m_Tuning[i] = pFrom->m_Core.m_Tuning[i];
|
|
}
|
|
m_pTuningList = pFrom->m_pTuningList;
|
|
m_Teams = pFrom->m_Teams;
|
|
// delete the previous entities
|
|
for(auto &pFirstEntityType : m_apFirstEntityTypes)
|
|
while(pFirstEntityType)
|
|
delete pFirstEntityType;
|
|
for(int i = 0; i < MAX_CLIENTS; i++)
|
|
{
|
|
m_apCharacters[i] = 0;
|
|
m_Core.m_apCharacters[i] = 0;
|
|
}
|
|
// copy and add the new entities
|
|
for(int Type = 0; Type < NUM_ENTTYPES; Type++)
|
|
{
|
|
for(CEntity *pEnt = pFrom->FindLast(Type); pEnt; pEnt = pEnt->TypePrev())
|
|
{
|
|
CEntity *pCopy = 0;
|
|
if(Type == ENTTYPE_PROJECTILE)
|
|
pCopy = new CProjectile(*((CProjectile *)pEnt));
|
|
else if(Type == ENTTYPE_LASER)
|
|
pCopy = new CLaser(*((CLaser *)pEnt));
|
|
else if(Type == ENTTYPE_CHARACTER)
|
|
pCopy = new CCharacter(*((CCharacter *)pEnt));
|
|
else if(Type == ENTTYPE_PICKUP)
|
|
pCopy = new CPickup(*((CPickup *)pEnt));
|
|
if(pCopy)
|
|
{
|
|
pCopy->m_pParent = pEnt;
|
|
this->InsertEntity(pCopy);
|
|
}
|
|
}
|
|
}
|
|
m_IsValidCopy = true;
|
|
}
|
|
|
|
CEntity *CGameWorld::FindMatch(int ObjID, int ObjType, const void *pObjData)
|
|
{
|
|
#define FindType(EntType, EntClass, ObjClass) \
|
|
{ \
|
|
CEntity *pEnt = GetEntity(ObjID, EntType); \
|
|
if(pEnt && EntClass(this, ObjID, (ObjClass *)pObjData).Match((EntClass *)pEnt)) \
|
|
return pEnt; \
|
|
return 0; \
|
|
}
|
|
switch(ObjType)
|
|
{
|
|
case NETOBJTYPE_CHARACTER: FindType(ENTTYPE_CHARACTER, CCharacter, CNetObj_Character);
|
|
case NETOBJTYPE_PROJECTILE:
|
|
case NETOBJTYPE_DDNETPROJECTILE:
|
|
{
|
|
CProjectileData Data;
|
|
if(ObjType == NETOBJTYPE_PROJECTILE)
|
|
{
|
|
Data = ExtractProjectileInfo((const CNetObj_Projectile *)pObjData, this);
|
|
}
|
|
else
|
|
{
|
|
Data = ExtractProjectileInfoDDNet((const CNetObj_DDNetProjectile *)pObjData, this);
|
|
}
|
|
CProjectile *pEnt = (CProjectile *)GetEntity(ObjID, ENTTYPE_PROJECTILE);
|
|
if(pEnt && CProjectile(this, ObjID, &Data).Match(pEnt))
|
|
{
|
|
return pEnt;
|
|
}
|
|
return 0;
|
|
}
|
|
case NETOBJTYPE_LASER: FindType(ENTTYPE_LASER, CLaser, CNetObj_Laser);
|
|
case NETOBJTYPE_PICKUP: FindType(ENTTYPE_PICKUP, CPickup, CNetObj_Pickup);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void CGameWorld::OnModified()
|
|
{
|
|
if(m_pChild)
|
|
m_pChild->m_IsValidCopy = false;
|
|
}
|
|
|
|
void CGameWorld::Clear()
|
|
{
|
|
// delete all entities
|
|
for(auto &pFirstEntityType : m_apFirstEntityTypes)
|
|
while(pFirstEntityType)
|
|
delete pFirstEntityType;
|
|
}
|