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f58eef45b9
The world tuning is a part of the world. This way the entities implementation use the same API as available on the client side. This change is a step toward unified/shared world logic for client and server.
379 lines
8.7 KiB
C++
379 lines
8.7 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 "entity.h"
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#include "gamecontext.h"
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#include "gamecontroller.h"
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#include <engine/shared/config.h>
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#include <algorithm>
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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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m_pGameServer = 0x0;
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m_pConfig = 0x0;
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m_pServer = 0x0;
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m_Paused = false;
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m_ResetRequested = false;
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for(auto &pFirstEntityType : m_apFirstEntityTypes)
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pFirstEntityType = 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; // NOLINT(clang-analyzer-cplusplus.NewDelete)
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}
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void CGameWorld::SetGameServer(CGameContext *pGameServer)
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{
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m_pGameServer = pGameServer;
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m_pConfig = m_pGameServer->Config();
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m_pServer = m_pGameServer->Server();
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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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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)
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{
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#ifdef CONF_DEBUG
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for(CEntity *pCur = m_apFirstEntityTypes[pEnt->m_ObjType]; pCur; pCur = pCur->m_pNextTypeEntity)
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dbg_assert(pCur != pEnt, "err");
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#endif
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// insert it
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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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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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}
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//
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void CGameWorld::Snap(int SnappingClient)
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{
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for(CEntity *pEnt = m_apFirstEntityTypes[ENTTYPE_CHARACTER]; pEnt;)
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{
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m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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pEnt->Snap(SnappingClient);
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pEnt = m_pNextTraverseEntity;
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}
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for(int i = 0; i < NUM_ENTTYPES; i++)
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{
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if(i == ENTTYPE_CHARACTER)
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continue;
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for(CEntity *pEnt = m_apFirstEntityTypes[i]; pEnt;)
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{
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m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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pEnt->Snap(SnappingClient);
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pEnt = m_pNextTraverseEntity;
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}
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}
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}
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void CGameWorld::Reset()
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{
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// reset all entities
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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->Reset();
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pEnt = m_pNextTraverseEntity;
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}
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RemoveEntities();
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GameServer()->m_pController->OnReset();
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RemoveEntities();
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m_ResetRequested = false;
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GameServer()->CreateAllEntities(false);
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}
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void CGameWorld::RemoveEntitiesFromPlayer(int PlayerId)
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{
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RemoveEntitiesFromPlayers(&PlayerId, 1);
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}
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void CGameWorld::RemoveEntitiesFromPlayers(int PlayerIds[], int NumPlayers)
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{
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for(auto *pEnt : m_apFirstEntityTypes)
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{
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for(; pEnt;)
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{
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m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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for(int i = 0; i < NumPlayers; i++)
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{
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if(pEnt->GetOwnerID() == PlayerIds[i])
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{
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RemoveEntity(pEnt);
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pEnt->Destroy();
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break;
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}
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}
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pEnt = m_pNextTraverseEntity;
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}
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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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void CGameWorld::Tick()
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{
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if(m_ResetRequested)
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Reset();
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if(!m_Paused)
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{
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if(GameServer()->m_pController->IsForceBalanced())
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GameServer()->SendChat(-1, CGameContext::CHAT_ALL, "Teams have been balanced");
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// update all objects
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for(int i = 0; i < NUM_ENTTYPES; i++)
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{
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// It's important to call PreTick() and Tick() after each other.
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// If we call PreTick() before, and Tick() after other entities have been processed, it causes physics changes such as a stronger shotgun or grenade.
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if(g_Config.m_SvNoWeakHook && i == ENTTYPE_CHARACTER)
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{
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auto *pEnt = m_apFirstEntityTypes[i];
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for(; pEnt;)
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{
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m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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((CCharacter *)pEnt)->PreTick();
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pEnt = m_pNextTraverseEntity;
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}
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}
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auto *pEnt = m_apFirstEntityTypes[i];
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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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}
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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->TickDeferred();
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pEnt = m_pNextTraverseEntity;
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}
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}
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else
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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->TickPaused();
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pEnt = m_pNextTraverseEntity;
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}
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}
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RemoveEntities();
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// find the characters' strong/weak id
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int StrongWeakID = 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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pChar->m_StrongWeakID = StrongWeakID;
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StrongWeakID++;
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}
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}
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void CGameWorld::SwapClients(int Client1, int Client2)
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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->SwapClients(Client1, Client2);
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pEnt = m_pNextTraverseEntity;
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}
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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, const CCharacter *pNotThis, int CollideWith, const 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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CCharacter *CGameWorld::ClosestCharacter(vec2 Pos, float Radius, const CEntity *pNotThis)
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{
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// Find other players
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float ClosestRange = Radius * 2;
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CCharacter *pClosest = 0;
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CCharacter *p = (CCharacter *)GameServer()->m_World.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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float Len = distance(Pos, p->m_Pos);
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if(Len < p->m_ProximityRadius + Radius)
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{
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if(Len < ClosestRange)
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{
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ClosestRange = Len;
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pClosest = p;
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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::vector<CCharacter *> CGameWorld::IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, const CEntity *pNotThis)
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{
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std::vector<CCharacter *> vpCharacters;
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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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pChr->m_Intersection = IntersectPos;
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vpCharacters.push_back(pChr);
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}
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}
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}
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return vpCharacters;
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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 *pCore = pChr->Core();
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if(pCore->HookedPlayer() == ClientID && !pChr->IsSuper())
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{
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pCore->SetHookedPlayer(-1);
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pCore->m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
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pCore->m_HookState = HOOK_RETRACTED;
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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_aTuning[0];
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}
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