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-rw-r--r--src/game/server/gameworld.hpp133
1 files changed, 0 insertions, 133 deletions
diff --git a/src/game/server/gameworld.hpp b/src/game/server/gameworld.hpp
deleted file mode 100644
index 4757ad67..00000000
--- a/src/game/server/gameworld.hpp
+++ /dev/null
@@ -1,133 +0,0 @@
-#ifndef GAME_SERVER_GAMEWORLD_H
-#define GAME_SERVER_GAMEWORLD_H
-
-#include <game/gamecore.hpp>
-
-class ENTITY;
-class CHARACTER;
-
-/*
-	Class: Game World
-		Tracks all entities in the game. Propagates tick and
-		snap calls to all entities.
-*/
-class GAMEWORLD
-{
-	void reset();
-	void remove_entities();
-
-	enum
-	{
-		NUM_ENT_TYPES=10, // TODO: are more exact value perhaps? :)
-	};
-
-	// TODO: two lists seams kinda not good, shouldn't be needed
-	ENTITY *first_entity;
-	ENTITY *first_entity_types[NUM_ENT_TYPES];
-
-public:
-	bool reset_requested;
-	bool paused;
-	WORLD_CORE core;
-	
-	GAMEWORLD();
-	~GAMEWORLD();
-	
-	ENTITY *find_first() { return first_entity; }
-	ENTITY *find_first(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 find_entities(vec2 pos, float radius, ENTITY **ents, int max, int type = -1);
-	
-	/*
-		Function: interserct_character
-			Finds the closest character that intersects the line.
-			
-		Arguments:
-			pos0 - Start position
-			pos2 - End position
-			radius - How for from the line the character 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 CHARACTER *intersect_character(vec2 pos0, vec2 pos1, float radius, vec2 &new_pos, class ENTITY *notthis = 0);
-	
-	/*
-		Function: closest_character
-			Finds the closest character to a specific point.
-			
-		Arguments:
-			pos - The center position.
-			radius - How far off the character is allowed to be
-			notthis - Entity to ignore
-			
-		Returns:
-			Returns a pointer to the closest character or NULL if no character is close enough.
-	*/
-	class CHARACTER *closest_character(vec2 pos, float radius, ENTITY *notthis);
-
-	/*
-		Function: insert_entity
-			Adds an entity to the world.
-			
-		Arguments:
-			entity - Entity to add
-	*/
-	void insert_entity(ENTITY *entity);
-
-	/*
-		Function: remove_entity
-			Removes an entity from the world.
-			
-		Arguments:
-			entity - Entity to remove
-	*/
-	void remove_entity(ENTITY *entity);
-
-	/*
-		Function: destroy_entity
-			Destroys an entity in the world.
-			
-		Arguments:
-			entity - Entity to destroy
-	*/
-	void destroy_entity(ENTITY *entity);
-	
-	/*
-		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 snapping_client);
-	
-	/*
-		Function: tick
-			Calls tick on all the entities in the world to progress
-			the world to the next tick.
-		
-	*/
-	void tick();
-};
-
-#endif