2010-11-20 10:37:14 +00:00
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/* (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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2008-08-14 18:42:47 +00:00
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2010-05-29 07:25:38 +00:00
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#include "entity.h"
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#include "gamecontext.h"
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2021-01-09 14:37:02 +00:00
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#include "player.h"
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2008-08-14 18:42:47 +00:00
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//////////////////////////////////////////////////
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// Entity
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//////////////////////////////////////////////////
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2021-01-09 20:29:12 +00:00
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CEntity::CEntity(CGameWorld *pGameWorld, int ObjType, vec2 Pos, int ProximityRadius)
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2008-08-14 18:42:47 +00:00
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{
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2010-05-29 07:25:38 +00:00
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m_pGameWorld = pGameWorld;
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2011-04-13 18:37:12 +00:00
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2011-01-19 17:27:50 +00:00
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m_ObjType = ObjType;
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2021-01-09 20:29:12 +00:00
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m_Pos = Pos;
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m_ProximityRadius = ProximityRadius;
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2008-08-14 18:42:47 +00:00
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2011-04-13 18:37:12 +00:00
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m_MarkedForDestroy = false;
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2011-02-12 10:40:36 +00:00
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m_ID = Server()->SnapNewID();
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2008-08-14 18:42:47 +00:00
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2010-05-29 07:25:38 +00:00
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m_pPrevTypeEntity = 0;
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m_pNextTypeEntity = 0;
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2008-08-14 18:42:47 +00:00
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}
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2010-05-29 07:25:38 +00:00
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CEntity::~CEntity()
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2008-08-14 18:42:47 +00:00
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{
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2010-05-29 07:25:38 +00:00
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GameWorld()->RemoveEntity(this);
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2011-02-12 10:40:36 +00:00
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Server()->SnapFreeID(m_ID);
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2008-08-14 18:42:47 +00:00
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}
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2008-10-06 18:05:01 +00:00
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2021-01-11 17:28:14 +00:00
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bool CEntity::NetworkClipped(int SnappingClient)
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2008-10-06 18:05:01 +00:00
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{
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2021-01-11 17:28:14 +00:00
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return ::NetworkClipped(GameServer(), SnappingClient, m_Pos);
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2008-10-06 18:05:01 +00:00
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}
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2021-01-11 17:28:14 +00:00
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bool CEntity::NetworkClipped(int SnappingClient, vec2 CheckPos)
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2008-10-06 18:05:01 +00:00
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{
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2021-01-11 17:28:14 +00:00
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return ::NetworkClipped(GameServer(), SnappingClient, CheckPos);
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2008-10-06 18:05:01 +00:00
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}
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2011-01-08 10:34:19 +00:00
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bool CEntity::GameLayerClipped(vec2 CheckPos)
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{
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2020-09-26 19:41:58 +00:00
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return round_to_int(CheckPos.x) / 32 < -200 || round_to_int(CheckPos.x) / 32 > GameServer()->Collision()->GetWidth() + 200 ||
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round_to_int(CheckPos.y) / 32 < -200 || round_to_int(CheckPos.y) / 32 > GameServer()->Collision()->GetHeight() + 200 ?
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true :
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false;
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2011-01-08 10:34:19 +00:00
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}
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2018-02-14 15:27:26 +00:00
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2020-09-26 19:41:58 +00:00
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bool CEntity::GetNearestAirPos(vec2 Pos, vec2 PrevPos, vec2 *pOutPos)
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2018-07-14 23:04:26 +00:00
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{
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2019-10-13 14:34:03 +00:00
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for(int k = 0; k < 16 && GameServer()->Collision()->CheckPoint(Pos); k++)
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2018-07-15 09:58:12 +00:00
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{
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Pos -= normalize(PrevPos - Pos);
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2018-07-14 23:04:26 +00:00
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}
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vec2 PosInBlock = vec2(round_to_int(Pos.x) % 32, round_to_int(Pos.y) % 32);
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vec2 BlockCenter = vec2(round_to_int(Pos.x), round_to_int(Pos.y)) - PosInBlock + vec2(16.0f, 16.0f);
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*pOutPos = vec2(BlockCenter.x + (PosInBlock.x < 16 ? -2.0f : 1.0f), Pos.y);
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2020-09-26 19:41:58 +00:00
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if(!GameServer()->Collision()->TestBox(*pOutPos, vec2(28.0f, 28.0f)))
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2018-07-14 23:04:26 +00:00
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return true;
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*pOutPos = vec2(Pos.x, BlockCenter.y + (PosInBlock.y < 16 ? -2.0f : 1.0f));
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2020-09-26 19:41:58 +00:00
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if(!GameServer()->Collision()->TestBox(*pOutPos, vec2(28.0f, 28.0f)))
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2018-07-14 23:04:26 +00:00
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return true;
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*pOutPos = vec2(BlockCenter.x + (PosInBlock.x < 16 ? -2.0f : 1.0f),
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2020-09-26 19:41:58 +00:00
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BlockCenter.y + (PosInBlock.y < 16 ? -2.0f : 1.0f));
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if(!GameServer()->Collision()->TestBox(*pOutPos, vec2(28.0f, 28.0f)))
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2018-07-14 23:04:26 +00:00
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return true;
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return false;
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}
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2020-09-26 19:41:58 +00:00
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bool CEntity::GetNearestAirPosPlayer(vec2 PlayerPos, vec2 *OutPos)
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2018-02-14 15:27:26 +00:00
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{
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2020-09-26 19:41:58 +00:00
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for(int dist = 5; dist >= -1; dist--)
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2018-02-14 15:27:26 +00:00
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{
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*OutPos = vec2(PlayerPos.x, PlayerPos.y - dist);
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2020-09-26 19:41:58 +00:00
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if(!GameServer()->Collision()->TestBox(*OutPos, vec2(28.0f, 28.0f)))
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2018-02-14 15:27:26 +00:00
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{
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return true;
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}
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}
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return false;
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}
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2021-01-11 17:28:14 +00:00
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bool NetworkClipped(CGameContext *pGameServer, int SnappingClient, vec2 CheckPos)
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{
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if(SnappingClient == -1 || pGameServer->m_apPlayers[SnappingClient]->m_ShowAll)
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return false;
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float dx = pGameServer->m_apPlayers[SnappingClient]->m_ViewPos.x - CheckPos.x;
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if(absolute(dx) > pGameServer->m_apPlayers[SnappingClient]->m_ShowDistance.x)
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return true;
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float dy = pGameServer->m_apPlayers[SnappingClient]->m_ViewPos.y - CheckPos.y;
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if(absolute(dy) > pGameServer->m_apPlayers[SnappingClient]->m_ShowDistance.y)
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return true;
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return false;
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}
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