/* (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 "alloc.h" /* Class: Entity Basic entity class. */ 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: 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 Destroys 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. */ virtual int NetworkClipped(int SnappingClient); virtual 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; // DDRace bool GetNearestAirPos(vec2 Pos, vec2 ColPos, vec2 *pOutPos); bool GetNearestAirPosPlayer(vec2 PlayerPos, vec2 *OutPos); int m_Number; int m_Layer; }; #endif