ddnet/src/game/server/entity.cpp

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#include <engine/e_server_interface.h>
#include "entity.hpp"
#include "gamecontext.hpp"
//////////////////////////////////////////////////
// Entity
//////////////////////////////////////////////////
ENTITY::ENTITY(int objtype)
{
this->objtype = objtype;
pos = vec2(0,0);
proximity_radius = 0;
marked_for_destroy = false;
id = snap_new_id();
next_entity = 0;
prev_entity = 0;
prev_type_entity = 0;
next_type_entity = 0;
}
ENTITY::~ENTITY()
{
game.world.remove_entity(this);
snap_free_id(id);
}
int ENTITY::networkclipped(int snapping_client)
{
return networkclipped(snapping_client, pos);
}
int ENTITY::networkclipped(int snapping_client, vec2 check_pos)
{
if(snapping_client == -1)
return 0;
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float dx = game.players[snapping_client]->view_pos.x-check_pos.x;
float dy = game.players[snapping_client]->view_pos.y-check_pos.y;
if(fabs(dx) > 1000.0f || fabs(dy) > 800.0f)
return 1;
if(distance(game.players[snapping_client]->view_pos, check_pos) > 1100.0f)
return 1;
return 0;
}