/* (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" ////////////////////////////////////////////////// // Entity ////////////////////////////////////////////////// CEntity::CEntity(CGameWorld *pGameWorld, int ObjType) { m_pGameWorld = pGameWorld; m_Objtype = ObjType; m_Pos = vec2(0,0); m_ProximityRadius = 0; m_MarkedForDestroy = false; m_Id = Server()->SnapNewID(); m_pNextEntity = 0; m_pPrevEntity = 0; m_pPrevTypeEntity = 0; m_pNextTypeEntity = 0; } CEntity::~CEntity() { GameWorld()->RemoveEntity(this); Server()->SnapFreeID(m_Id); } int CEntity::NetworkClipped(int SnappingClient) { return NetworkClipped(SnappingClient, m_Pos); } int CEntity::NetworkClipped(int SnappingClient, vec2 CheckPos) { if(SnappingClient == -1) return 0; float dx = GameServer()->m_apPlayers[SnappingClient]->m_ViewPos.x-CheckPos.x; float dy = GameServer()->m_apPlayers[SnappingClient]->m_ViewPos.y-CheckPos.y; if(absolute(dx) > 1000.0f || absolute(dy) > 800.0f) return 1; if(distance(GameServer()->m_apPlayers[SnappingClient]->m_ViewPos, CheckPos) > 1100.0f) return 1; return 0; } bool CEntity::GameLayerClipped(vec2 CheckPos) { return round(CheckPos.x)/32 < -200 || round(CheckPos.x)/32 > GameServer()->Collision()->GetWidth()+200 || round(CheckPos.y)/32 < -200 || round(CheckPos.y)/32 > GameServer()->Collision()->GetHeight()+200 ? true : false; }