/* (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. */ #include "entity.h" #include "gamecontext.h" #include "player.h" ////////////////////////////////////////////////// // Entity ////////////////////////////////////////////////// CEntity::CEntity(CGameWorld *pGameWorld, int ObjType, vec2 Pos, int ProximityRadius) { m_pGameWorld = pGameWorld; m_ObjType = ObjType; m_Pos = Pos; m_ProximityRadius = ProximityRadius; m_MarkedForDestroy = false; m_ID = Server()->SnapNewID(); m_pPrevTypeEntity = 0; m_pNextTypeEntity = 0; } CEntity::~CEntity() { GameWorld()->RemoveEntity(this); Server()->SnapFreeID(m_ID); } bool CEntity::NetworkClipped(int SnappingClient) const { return ::NetworkClipped(m_pGameWorld->GameServer(), SnappingClient, m_Pos); } bool CEntity::NetworkClipped(int SnappingClient, vec2 CheckPos) const { return ::NetworkClipped(m_pGameWorld->GameServer(), SnappingClient, CheckPos); } bool CEntity::NetworkClippedLine(int SnappingClient, vec2 StartPos, vec2 EndPos) const { return ::NetworkClippedLine(m_pGameWorld->GameServer(), SnappingClient, StartPos, EndPos); } bool CEntity::GameLayerClipped(vec2 CheckPos) { return round_to_int(CheckPos.x) / 32 < -200 || round_to_int(CheckPos.x) / 32 > GameServer()->Collision()->GetWidth() + 200 || round_to_int(CheckPos.y) / 32 < -200 || round_to_int(CheckPos.y) / 32 > GameServer()->Collision()->GetHeight() + 200; } bool CEntity::GetNearestAirPos(vec2 Pos, vec2 PrevPos, vec2 *pOutPos) { for(int k = 0; k < 16 && GameServer()->Collision()->CheckPoint(Pos); k++) { Pos -= normalize(PrevPos - Pos); } vec2 PosInBlock = vec2(round_to_int(Pos.x) % 32, round_to_int(Pos.y) % 32); vec2 BlockCenter = vec2(round_to_int(Pos.x), round_to_int(Pos.y)) - PosInBlock + vec2(16.0f, 16.0f); *pOutPos = vec2(BlockCenter.x + (PosInBlock.x < 16 ? -2.0f : 1.0f), Pos.y); if(!GameServer()->Collision()->TestBox(*pOutPos, vec2(28.0f, 28.0f))) return true; *pOutPos = vec2(Pos.x, BlockCenter.y + (PosInBlock.y < 16 ? -2.0f : 1.0f)); if(!GameServer()->Collision()->TestBox(*pOutPos, vec2(28.0f, 28.0f))) return true; *pOutPos = vec2(BlockCenter.x + (PosInBlock.x < 16 ? -2.0f : 1.0f), BlockCenter.y + (PosInBlock.y < 16 ? -2.0f : 1.0f)); return !GameServer()->Collision()->TestBox(*pOutPos, vec2(28.0f, 28.0f)); } bool CEntity::GetNearestAirPosPlayer(vec2 PlayerPos, vec2 *OutPos) { for(int dist = 5; dist >= -1; dist--) { *OutPos = vec2(PlayerPos.x, PlayerPos.y - dist); if(!GameServer()->Collision()->TestBox(*OutPos, vec2(28.0f, 28.0f))) { return true; } } return false; } bool NetworkClipped(const CGameContext *pGameServer, int SnappingClient, vec2 CheckPos) { if(SnappingClient == SERVER_DEMO_CLIENT || pGameServer->m_apPlayers[SnappingClient]->m_ShowAll) return false; float dx = pGameServer->m_apPlayers[SnappingClient]->m_ViewPos.x - CheckPos.x; if(absolute(dx) > pGameServer->m_apPlayers[SnappingClient]->m_ShowDistance.x) return true; float dy = pGameServer->m_apPlayers[SnappingClient]->m_ViewPos.y - CheckPos.y; return absolute(dy) > pGameServer->m_apPlayers[SnappingClient]->m_ShowDistance.y; } bool NetworkClippedLine(const CGameContext *pGameServer, int SnappingClient, vec2 StartPos, vec2 EndPos) { if(SnappingClient == SERVER_DEMO_CLIENT || pGameServer->m_apPlayers[SnappingClient]->m_ShowAll) return false; vec2 &ViewPos = pGameServer->m_apPlayers[SnappingClient]->m_ViewPos; vec2 &ShowDistance = pGameServer->m_apPlayers[SnappingClient]->m_ShowDistance; float dx1 = ViewPos.x - StartPos.x; float dy1 = ViewPos.y - StartPos.y; if(absolute(dx1) <= ShowDistance.x && absolute(dy1) <= ShowDistance.x) return false; float dx2 = ViewPos.x - EndPos.x; float dy2 = ViewPos.y - EndPos.y; if(absolute(dx2) <= ShowDistance.x && absolute(dy2) <= ShowDistance.x) return false; vec2 vecLine = vec2(EndPos.x - StartPos.x, EndPos.y - StartPos.y); float dLengthLine = length(vecLine); vecLine /= dLengthLine; float dDistLine = dot(vecLine, StartPos); vec2 vecPerpLine = vec2(-vecLine.y, vecLine.x); float dDistPerpLine = dot(vecPerpLine, StartPos); vec2 vecRect1 = vec2(ViewPos.x - ShowDistance.x, ViewPos.y - ShowDistance.y); vec2 vecRect2 = vec2(ViewPos.x + ShowDistance.x, ViewPos.y - ShowDistance.y); vec2 vecRect3 = vec2(ViewPos.x + ShowDistance.x, ViewPos.y + ShowDistance.y); vec2 vecRect4 = vec2(ViewPos.x - ShowDistance.x, ViewPos.y + ShowDistance.y); float dPerpLineDist1 = dot(vecPerpLine, vecRect1) - dDistPerpLine; float dPerpLineDist2 = dot(vecPerpLine, vecRect2) - dDistPerpLine; float dPerpLineDist3 = dot(vecPerpLine, vecRect3) - dDistPerpLine; float dPerpLineDist4 = dot(vecPerpLine, vecRect4) - dDistPerpLine; float dMinPerpLineDist = minimum(dPerpLineDist1, minimum(dPerpLineDist2, dPerpLineDist3, dPerpLineDist4)); float dMaxPerpLineDist = maximum(dPerpLineDist1, maximum(dPerpLineDist2, dPerpLineDist3, dPerpLineDist4)); // If all distances are positive, or all distances are negative, // then the rectangle is on one side of the line or the other, so there's no intersection if((dMinPerpLineDist <= 0.0 && dMaxPerpLineDist <= 0.0) || (dMinPerpLineDist >= 0.0 && dMaxPerpLineDist >= 0.0)) { return true; } float dDistLine1 = dot(vecLine, vecRect1) - dDistLine; float dDistLine2 = dot(vecLine, vecRect2) - dDistLine; float dDistLine3 = dot(vecLine, vecRect3) - dDistLine; float dDistLine4 = dot(vecLine, vecRect4) - dDistLine; float dMinLineDist = minimum(dDistLine1, minimum(dDistLine2, dDistLine3, dDistLine4)); float dMaxLineDist = maximum(dDistLine1, maximum(dDistLine2, dDistLine3, dDistLine4)); // If the rectangle's points don't fall within the line segment's extent, then there's no intersection return (dMaxLineDist <= 0.0 || dMinLineDist >= dLengthLine); }