/* (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_SERVER_ENTITY_H #define GAME_SERVER_ENTITY_H #include #include #include #define MACRO_ALLOC_HEAP() \ public: \ void *operator new(size_t Size) \ { \ void *p = mem_alloc(Size, 1); \ /*dbg_msg("", "++ %p %d", p, size);*/ \ mem_zero(p, Size); \ return p; \ } \ void operator delete(void *pPtr) \ { \ /*dbg_msg("", "-- %p", p);*/ \ mem_free(pPtr); \ } \ private: #define MACRO_ALLOC_POOL_ID() \ public: \ void *operator new(size_t Size, int id); \ void operator delete(void *p); \ private: #define MACRO_ALLOC_POOL_ID_IMPL(POOLTYPE, PoolSize) \ static char ms_PoolData##POOLTYPE[PoolSize][sizeof(POOLTYPE)] = {{0}}; \ static int ms_PoolUsed##POOLTYPE[PoolSize] = {0}; \ void *POOLTYPE::operator new(size_t Size, int id) \ { \ dbg_assert(sizeof(POOLTYPE) == Size, "size error"); \ dbg_assert(!ms_PoolUsed##POOLTYPE[id], "already used"); \ /*dbg_msg("pool", "++ %s %d", #POOLTYPE, id);*/ \ ms_PoolUsed##POOLTYPE[id] = 1; \ mem_zero(ms_PoolData##POOLTYPE[id], Size); \ return ms_PoolData##POOLTYPE[id]; \ } \ void POOLTYPE::operator delete(void *p) \ { \ int id = (POOLTYPE*)p - (POOLTYPE*)ms_PoolData##POOLTYPE; \ dbg_assert(ms_PoolUsed##POOLTYPE[id], "not used"); \ /*dbg_msg("pool", "-- %s %d", #POOLTYPE, id);*/ \ ms_PoolUsed##POOLTYPE[id] = 0; \ mem_zero(ms_PoolData##POOLTYPE[id], sizeof(POOLTYPE)); \ } /* Class: Entity Basic entity class. */ class CEntity { MACRO_ALLOC_HEAP() friend class CGameWorld; // entity list handling CEntity *m_pPrevTypeEntity; CEntity *m_pNextTypeEntity; class CGameWorld *m_pGameWorld; protected: bool m_MarkedForDestroy; int m_ID; int m_ObjType; public: CEntity(CGameWorld *pGameWorld, int Objtype); virtual ~CEntity(); class CGameWorld *GameWorld() { return m_pGameWorld; } class CGameContext *GameServer() { return GameWorld()->GameServer(); } class IServer *Server() { return GameWorld()->Server(); } CEntity *TypeNext() { return m_pNextTypeEntity; } CEntity *TypePrev() { return m_pPrevTypeEntity; } /* Function: destroy Destorys the entity. */ virtual void Destroy() { delete this; } /* Function: reset Called when the game resets the map. Puts the entity back to it's starting state or perhaps destroys it. */ virtual void Reset() {} /* Function: tick Called progress the entity to the next tick. Updates and moves the entity to it's new state and position. */ virtual void Tick() {} /* Function: tick_defered Called after all entities tick() function has been called. */ virtual void TickDefered() {} /* Function: TickPaused Called when the game is paused, to freeze the state and position of the entity. */ virtual void TickPaused() {} /* Function: snap Called when a new snapshot is being generated for a specific client. Arguments: snapping_client - ID of the client which snapshot is being generated. Could be -1 to create a complete snapshot of everything in the game for demo recording. */ virtual void Snap(int SnappingClient) {} /* Function: networkclipped(int snapping_client) Performs a series of test to see if a client can see the entity. Arguments: snapping_client - ID of the client which snapshot is being generated. Could be -1 to create a complete snapshot of everything in the game for demo recording. Returns: Non-zero if the entity doesn't have to be in the snapshot. */ int NetworkClipped(int SnappingClient); int NetworkClipped(int SnappingClient, vec2 CheckPos); bool GameLayerClipped(vec2 CheckPos); /* Variable: proximity_radius Contains the physical size of the entity. */ float m_ProximityRadius; /* Variable: pos Contains the current posititon of the entity. */ vec2 m_Pos; }; #endif