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