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164 lines
3.9 KiB
C++
164 lines
3.9 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 <base/vmath.h>
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#include "alloc.h"
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#include "gameworld.h"
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class CCollision;
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class CGameContext;
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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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private:
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friend CGameWorld; // entity list handling
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CEntity *m_pPrevTypeEntity;
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CEntity *m_pNextTypeEntity;
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/* Identity */
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CGameWorld *m_pGameWorld;
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CCollision *m_pCCollision;
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int m_ID;
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int m_ObjType;
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/*
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Variable: m_ProximityRadius
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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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protected:
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/* State */
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bool m_MarkedForDestroy;
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public: // TODO: Maybe make protected
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/*
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Variable: m_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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/* Getters */
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int GetID() const { return m_ID; }
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/* Constructor */
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CEntity(CGameWorld *pGameWorld, int Objtype, vec2 Pos = vec2(0, 0), int ProximityRadius = 0);
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/* Destructor */
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virtual ~CEntity();
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/* Objects */
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std::vector<SSwitchers> &Switchers() { return m_pGameWorld->m_Core.m_vSwitchers; }
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CGameWorld *GameWorld() { return m_pGameWorld; }
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class CConfig *Config() { return m_pGameWorld->Config(); }
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class CGameContext *GameServer() { return m_pGameWorld->GameServer(); }
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class IServer *Server() { return m_pGameWorld->Server(); }
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CCollision *Collision() { return m_pCCollision; }
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/* Getters */
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CEntity *TypeNext() { return m_pNextTypeEntity; }
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CEntity *TypePrev() { return m_pPrevTypeEntity; }
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const vec2 &GetPos() const { return m_Pos; }
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float GetProximityRadius() const { return m_ProximityRadius; }
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/* Other functions */
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/*
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Function: Destroy
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Destroys 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 its 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 to progress the entity to the next tick. Updates
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and moves the entity to its new state and position.
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*/
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virtual void Tick() {}
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/*
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Function: TickDeferred
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Called after all entities Tick() function has been called.
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*/
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virtual void TickDeferred() {}
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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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SnappingClient - 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: SwapClients
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Called when two players have swapped their client ids.
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Arguments:
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Client1 - First client ID
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Client2 - Second client ID
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*/
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virtual void SwapClients(int Client1, int Client2) {}
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/*
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Function: NetworkClipped
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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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SnappingClient - 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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True if the entity doesn't have to be in the snapshot.
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*/
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bool NetworkClipped(int SnappingClient) const;
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bool NetworkClipped(int SnappingClient, vec2 CheckPos) const;
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bool NetworkClippedLine(int SnappingClient, vec2 StartPos, vec2 EndPos) const;
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bool GameLayerClipped(vec2 CheckPos);
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// DDRace
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bool GetNearestAirPos(vec2 Pos, vec2 PrevPos, vec2 *pOutPos);
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bool GetNearestAirPosPlayer(vec2 PlayerPos, vec2 *pOutPos);
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int m_Number;
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int m_Layer;
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};
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bool NetworkClipped(const CGameContext *pGameServer, int SnappingClient, vec2 CheckPos);
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bool NetworkClippedLine(const CGameContext *pGameServer, int SnappingClient, vec2 StartPos, vec2 EndPos);
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#endif
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