/* (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; vec2 DistanceToLine, ClosestPoint; if(closest_point_on_line(StartPos, EndPos, ViewPos, ClosestPoint)) { DistanceToLine = ViewPos - ClosestPoint; } else { // No line section was passed but two equal points DistanceToLine = ViewPos - StartPos; } float ClippDistance = maximum(ShowDistance.x, ShowDistance.y); return (absolute(DistanceToLine.x) > ClippDistance || absolute(DistanceToLine.y) > ClippDistance); }