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146 lines
3.3 KiB
C++
146 lines
3.3 KiB
C++
#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.hpp>
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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 *p) \
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{ \
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/*dbg_msg("", "-- %p", p);*/ \
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mem_free(p); \
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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 pool_data_##POOLTYPE[poolsize][sizeof(POOLTYPE)] = {{0}}; \
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static int pool_used_##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(!pool_used_##POOLTYPE[id], "already used"); \
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/*dbg_msg("pool", "++ %s %d", #POOLTYPE, id);*/ \
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pool_used_##POOLTYPE[id] = 1; \
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mem_zero(pool_data_##POOLTYPE[id], size); \
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return pool_data_##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*)pool_data_##POOLTYPE; \
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dbg_assert(pool_used_##POOLTYPE[id], "not used"); \
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/*dbg_msg("pool", "-- %s %d", #POOLTYPE, id);*/ \
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pool_used_##POOLTYPE[id] = 0; \
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mem_zero(pool_data_##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 ENTITY
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{
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MACRO_ALLOC_HEAP()
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private:
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friend class GAMEWORLD; // thy these?
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ENTITY *prev_entity;
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ENTITY *next_entity;
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ENTITY *prev_type_entity;
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ENTITY *next_type_entity;
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protected:
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bool marked_for_destroy;
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int id;
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int objtype;
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public:
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ENTITY(int objtype);
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virtual ~ENTITY();
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ENTITY *typenext() { return next_type_entity; }
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ENTITY *typeprev() { return prev_type_entity; }
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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 tick_defered() {}
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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 snapping_client) {}
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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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int networkclipped(int snapping_client);
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int networkclipped(int snapping_client, vec2 check_pos);
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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 proximity_radius;
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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 pos;
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};
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#endif
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