/* (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 "alloc.h" #include "gamecontext.h" #include "gameworld.h" /* Class: Entity Basic entity class. */ class CEntity { MACRO_ALLOC_HEAP() private: friend class CGameWorld; // entity list handling CEntity *m_pPrevTypeEntity; CEntity *m_pNextTypeEntity; /* Identity */ class CGameWorld *m_pGameWorld; int m_ID; int m_ObjType; /* Variable: m_ProximityRadius Contains the physical size of the entity. */ float m_ProximityRadius; /* State */ bool m_MarkedForDestroy; public: // TODO: Maybe make protected /* State */ /* Variable: m_Pos Contains the current posititon of the entity. */ vec2 m_Pos; /* Getters */ int GetID() const { return m_ID; } public: /* Constructor */ CEntity(CGameWorld *pGameWorld, int Objtype, vec2 Pos = vec2(0, 0), int ProximityRadius = 0); /* Destructor */ virtual ~CEntity(); /* Objects */ class CGameWorld *GameWorld() { return m_pGameWorld; } class CConfig *Config() { return m_pGameWorld->Config(); } class CGameContext *GameServer() { return m_pGameWorld->GameServer(); } class IServer *Server() { return m_pGameWorld->Server(); } /* Getters */ CEntity *TypeNext() { return m_pNextTypeEntity; } CEntity *TypePrev() { return m_pPrevTypeEntity; } const vec2 &GetPos() const { return m_Pos; } float GetProximityRadius() const { return m_ProximityRadius; } bool IsMarkedForDestroy() const { return m_MarkedForDestroy; } /* Setters */ void MarkForDestroy() { m_MarkedForDestroy = true; } /* Other functions */ /* Function: Destroy Destroys the entity. */ virtual void Destroy() { delete this; } /* Function: Reset Called when the game resets the map. Puts the entity back to its starting state or perhaps destroys it. */ virtual void Reset() {} /* Function: Tick Called to progress the entity to the next tick. Updates and moves the entity to its new state and position. */ virtual void Tick() {} /* Function: TickDefered 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: SnappingClient - 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 Performs a series of test to see if a client can see the entity. Arguments: SnappingClient - 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: True if the entity doesn't have to be in the snapshot. */ bool NetworkClipped(int SnappingClient); bool NetworkClipped(int SnappingClient, vec2 CheckPos); bool GameLayerClipped(vec2 CheckPos); // DDRace bool GetNearestAirPos(vec2 Pos, vec2 ColPos, vec2 *pOutPos); bool GetNearestAirPosPlayer(vec2 PlayerPos, vec2 *OutPos); int m_Number; int m_Layer; }; bool NetworkClipped(CGameContext *pGameServer, int SnappingClient, vec2 CheckPos); #endif