| 1 | /* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ |
| 2 | /* If you are missing that file, acquire a complete release at teeworlds.com. */ |
| 3 | #ifndef GAME_SERVER_ENTITY_H |
| 4 | #define GAME_SERVER_ENTITY_H |
| 5 | |
| 6 | #include "gameworld.h" |
| 7 | #include "save.h" |
| 8 | |
| 9 | #include <base/vmath.h> |
| 10 | |
| 11 | #include <game/alloc.h> |
| 12 | |
| 13 | class CCollision; |
| 14 | class CGameContext; |
| 15 | |
| 16 | /* |
| 17 | Class: Entity |
| 18 | Basic entity class. |
| 19 | */ |
| 20 | class CEntity |
| 21 | { |
| 22 | MACRO_ALLOC_HEAP() |
| 23 | |
| 24 | private: |
| 25 | friend CGameWorld; // entity list handling |
| 26 | CEntity *m_pPrevTypeEntity; |
| 27 | CEntity *m_pNextTypeEntity; |
| 28 | |
| 29 | /* Identity */ |
| 30 | CGameWorld *m_pGameWorld; |
| 31 | CCollision *m_pCCollision; |
| 32 | |
| 33 | int m_Id; |
| 34 | int m_ObjType; |
| 35 | |
| 36 | /* |
| 37 | Variable: m_ProximityRadius |
| 38 | Contains the physical size of the entity. |
| 39 | */ |
| 40 | float m_ProximityRadius; |
| 41 | |
| 42 | protected: |
| 43 | /* State */ |
| 44 | bool m_MarkedForDestroy; |
| 45 | |
| 46 | public: // TODO: Maybe make protected |
| 47 | /* |
| 48 | Variable: m_Pos |
| 49 | Contains the current posititon of the entity. |
| 50 | */ |
| 51 | vec2 m_Pos; |
| 52 | |
| 53 | /* Getters */ |
| 54 | int GetId() const { return m_Id; } |
| 55 | |
| 56 | /* Constructor */ |
| 57 | CEntity(CGameWorld *pGameWorld, int Objtype, vec2 Pos = vec2(0, 0), int ProximityRadius = 0); |
| 58 | |
| 59 | /* Destructor */ |
| 60 | virtual ~CEntity(); |
| 61 | |
| 62 | /* Objects */ |
| 63 | std::vector<SSwitchers> &Switchers() { return m_pGameWorld->m_Core.m_vSwitchers; } |
| 64 | CGameWorld *GameWorld() { return m_pGameWorld; } |
| 65 | CTuningParams *GlobalTuning() { return &GameWorld()->TuningList()[0]; } |
| 66 | CTuningParams *TuningList() { return GameWorld()->TuningList(); } |
| 67 | CTuningParams *GetTuning(int i) { return GameWorld()->GetTuning(i); } |
| 68 | class CConfig *Config() { return m_pGameWorld->Config(); } |
| 69 | class CGameContext *GameServer() { return m_pGameWorld->GameServer(); } |
| 70 | class IServer *Server() { return m_pGameWorld->Server(); } |
| 71 | CCollision *Collision() { return m_pCCollision; } |
| 72 | |
| 73 | /* Getters */ |
| 74 | CEntity *TypeNext() { return m_pNextTypeEntity; } |
| 75 | CEntity *TypePrev() { return m_pPrevTypeEntity; } |
| 76 | const vec2 &GetPos() const { return m_Pos; } |
| 77 | float GetProximityRadius() const { return m_ProximityRadius; } |
| 78 | |
| 79 | /* Other functions */ |
| 80 | |
| 81 | /* |
| 82 | Function: Destroy |
| 83 | Destroys the entity. |
| 84 | */ |
| 85 | virtual void Destroy() { delete this; } |
| 86 | |
| 87 | /* |
| 88 | Function: Reset |
| 89 | Called when the game resets the map. Puts the entity |
| 90 | back to its starting state or perhaps destroys it. |
| 91 | */ |
| 92 | virtual void Reset() {} |
| 93 | |
| 94 | /* |
| 95 | Function: Tick |
| 96 | Called to progress the entity to the next tick. Updates |
| 97 | and moves the entity to its new state and position. |
| 98 | */ |
| 99 | virtual void Tick() {} |
| 100 | |
| 101 | /* |
| 102 | Function: TickDeferred |
| 103 | Called after all entities Tick() function has been called. |
| 104 | */ |
| 105 | virtual void TickDeferred() {} |
| 106 | |
| 107 | /* |
| 108 | Function: TickPaused |
| 109 | Called when the game is paused, to freeze the state and position of the entity. |
| 110 | */ |
| 111 | virtual void TickPaused() {} |
| 112 | |
| 113 | /* |
| 114 | Function: Snap |
| 115 | Called when a new snapshot is being generated for a specific |
| 116 | client. |
| 117 | |
| 118 | Arguments: |
| 119 | SnappingClient - ID of the client which snapshot is |
| 120 | being generated. Could be -1 to create a complete |
| 121 | snapshot of everything in the game for demo |
| 122 | recording. |
| 123 | */ |
| 124 | virtual void Snap(int SnappingClient) {} |
| 125 | |
| 126 | /* |
| 127 | Function: SwapClients |
| 128 | Called when two players have swapped their client ids. |
| 129 | |
| 130 | Arguments: |
| 131 | Client1 - First client ID |
| 132 | Client2 - Second client ID |
| 133 | */ |
| 134 | virtual void SwapClients(int Client1, int Client2) {} |
| 135 | |
| 136 | /* |
| 137 | Function: BlocksSave |
| 138 | Called to check if a team can be saved |
| 139 | |
| 140 | Arguments: |
| 141 | ClientId - Client ID |
| 142 | */ |
| 143 | virtual ESaveResult BlocksSave(int ClientId) { return ESaveResult::SUCCESS; } |
| 144 | |
| 145 | /* |
| 146 | Function GetOwnerId |
| 147 | Returns: |
| 148 | ClientId of the initiator from this entity. -1 created by map. |
| 149 | This is used by save/load to remove related entities to the tee. |
| 150 | CCharacter should not return the PlayerId, because they get |
| 151 | handled separately in save/load code. |
| 152 | */ |
| 153 | virtual int GetOwnerId() const { return -1; } |
| 154 | |
| 155 | /* |
| 156 | Function: NetworkClipped |
| 157 | Performs a series of test to see if a client can see the |
| 158 | entity. |
| 159 | |
| 160 | Arguments: |
| 161 | SnappingClient - ID of the client which snapshot is |
| 162 | being generated. Could be -1 to create a complete |
| 163 | snapshot of everything in the game for demo |
| 164 | recording. |
| 165 | |
| 166 | Returns: |
| 167 | True if the entity doesn't have to be in the snapshot. |
| 168 | */ |
| 169 | bool NetworkClipped(int SnappingClient) const; |
| 170 | bool NetworkClipped(int SnappingClient, vec2 CheckPos) const; |
| 171 | bool NetworkClippedLine(int SnappingClient, vec2 StartPos, vec2 EndPos) const; |
| 172 | |
| 173 | bool GameLayerClipped(vec2 CheckPos); |
| 174 | virtual bool CanCollide(int ClientId) { return true; } |
| 175 | |
| 176 | // DDRace |
| 177 | |
| 178 | bool GetNearestAirPos(vec2 Pos, vec2 PrevPos, vec2 *pOutPos); |
| 179 | bool GetNearestAirPosPlayer(vec2 PlayerPos, vec2 *pOutPos); |
| 180 | |
| 181 | int m_Number; |
| 182 | int m_Layer; |
| 183 | }; |
| 184 | |
| 185 | bool NetworkClipped(const CGameContext *pGameServer, int SnappingClient, vec2 CheckPos); |
| 186 | bool NetworkClippedLine(const CGameContext *pGameServer, int SnappingClient, vec2 StartPos, vec2 EndPos); |
| 187 | |
| 188 | #endif |
| 189 | |