ddnet/src/game/client/prediction/entity.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#ifndef GAME_CLIENT_PREDICTION_ENTITY_H
#define GAME_CLIENT_PREDICTION_ENTITY_H
#include "gameworld.h"
#include <base/vmath.h>
#define MACRO_ALLOC_HEAP() \
public: \
void *operator new(size_t Size) \
{ \
void *p = malloc(Size); \
mem_zero(p, Size); \
return p; \
} \
void operator delete(void *pPtr) \
{ \
free(pPtr); \
} \
\
private:
class CEntity
{
MACRO_ALLOC_HEAP()
friend class CGameWorld; // entity list handling
CEntity *m_pPrevTypeEntity;
CEntity *m_pNextTypeEntity;
protected:
class CGameWorld *m_pGameWorld;
bool m_MarkedForDestroy;
int m_ID;
int m_ObjType;
public:
int GetID() const { return m_ID; }
CEntity(CGameWorld *pGameWorld, int Objtype, vec2 Pos = vec2(0, 0), int ProximityRadius = 0);
virtual ~CEntity();
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std::vector<SSwitchers> &Switchers() { return m_pGameWorld->Switchers(); }
class CGameWorld *GameWorld() { return m_pGameWorld; }
CTuningParams *Tuning() { return GameWorld()->Tuning(); }
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CTuningParams *TuningList() { return GameWorld()->TuningList(); }
CTuningParams *GetTuning(int i) { return GameWorld()->GetTuning(i); }
class CCollision *Collision() { return GameWorld()->Collision(); }
CEntity *TypeNext() { return m_pNextTypeEntity; }
CEntity *TypePrev() { return m_pPrevTypeEntity; }
const vec2 &GetPos() const { return m_Pos; }
float GetProximityRadius() const { return m_ProximityRadius; }
void Destroy() { delete this; }
virtual void PreTick() {}
virtual void Tick() {}
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virtual void TickDeferred() {}
bool GameLayerClipped(vec2 CheckPos);
float m_ProximityRadius;
vec2 m_Pos;
int m_Number;
int m_Layer;
int m_SnapTicks;
int m_DestroyTick;
int m_LastRenderTick;
CEntity *m_pParent;
CEntity *m_pChild;
CEntity *NextEntity() { return m_pNextTypeEntity; }
void Keep()
{
m_SnapTicks = 0;
m_MarkedForDestroy = false;
}
CEntity()
{
m_ID = -1;
m_pGameWorld = 0;
}
};
#endif