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3be8a592e5
Purely automatic change. In case of conflict with this change, apply the other change and rerun the formatting to restore it: $ python scripts/fix_style.py
98 lines
2.7 KiB
C++
98 lines
2.7 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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#include "entity.h"
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#include "gamecontext.h"
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//////////////////////////////////////////////////
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// Entity
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//////////////////////////////////////////////////
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CEntity::CEntity(CGameWorld *pGameWorld, int ObjType)
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{
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m_pGameWorld = pGameWorld;
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m_ObjType = ObjType;
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m_Pos = vec2(0, 0);
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m_ProximityRadius = 0;
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m_MarkedForDestroy = false;
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m_ID = Server()->SnapNewID();
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m_pPrevTypeEntity = 0;
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m_pNextTypeEntity = 0;
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}
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CEntity::~CEntity()
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{
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GameWorld()->RemoveEntity(this);
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Server()->SnapFreeID(m_ID);
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}
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int CEntity::NetworkClipped(int SnappingClient)
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{
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return NetworkClipped(SnappingClient, m_Pos);
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}
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int CEntity::NetworkClipped(int SnappingClient, vec2 CheckPos)
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{
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if(SnappingClient == -1)
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return 0;
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float dx = GameServer()->m_apPlayers[SnappingClient]->m_ViewPos.x - CheckPos.x;
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float dy = GameServer()->m_apPlayers[SnappingClient]->m_ViewPos.y - CheckPos.y;
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if(absolute(dx) > 1000.0f || absolute(dy) > 800.0f)
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return 1;
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if(distance(GameServer()->m_apPlayers[SnappingClient]->m_ViewPos, CheckPos) > 4000.0f)
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return 1;
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return 0;
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}
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bool CEntity::GameLayerClipped(vec2 CheckPos)
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{
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return round_to_int(CheckPos.x) / 32 < -200 || round_to_int(CheckPos.x) / 32 > GameServer()->Collision()->GetWidth() + 200 ||
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round_to_int(CheckPos.y) / 32 < -200 || round_to_int(CheckPos.y) / 32 > GameServer()->Collision()->GetHeight() + 200 ?
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true :
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false;
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}
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bool CEntity::GetNearestAirPos(vec2 Pos, vec2 PrevPos, vec2 *pOutPos)
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{
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for(int k = 0; k < 16 && GameServer()->Collision()->CheckPoint(Pos); k++)
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{
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Pos -= normalize(PrevPos - Pos);
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}
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vec2 PosInBlock = vec2(round_to_int(Pos.x) % 32, round_to_int(Pos.y) % 32);
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vec2 BlockCenter = vec2(round_to_int(Pos.x), round_to_int(Pos.y)) - PosInBlock + vec2(16.0f, 16.0f);
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*pOutPos = vec2(BlockCenter.x + (PosInBlock.x < 16 ? -2.0f : 1.0f), Pos.y);
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if(!GameServer()->Collision()->TestBox(*pOutPos, vec2(28.0f, 28.0f)))
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return true;
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*pOutPos = vec2(Pos.x, BlockCenter.y + (PosInBlock.y < 16 ? -2.0f : 1.0f));
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if(!GameServer()->Collision()->TestBox(*pOutPos, vec2(28.0f, 28.0f)))
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return true;
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*pOutPos = vec2(BlockCenter.x + (PosInBlock.x < 16 ? -2.0f : 1.0f),
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BlockCenter.y + (PosInBlock.y < 16 ? -2.0f : 1.0f));
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if(!GameServer()->Collision()->TestBox(*pOutPos, vec2(28.0f, 28.0f)))
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return true;
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return false;
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}
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bool CEntity::GetNearestAirPosPlayer(vec2 PlayerPos, vec2 *OutPos)
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{
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for(int dist = 5; dist >= -1; dist--)
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{
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*OutPos = vec2(PlayerPos.x, PlayerPos.y - dist);
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if(!GameServer()->Collision()->TestBox(*OutPos, vec2(28.0f, 28.0f)))
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{
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return true;
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}
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}
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return false;
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}
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