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-rw-r--r--src/game/server/entity.h153
1 files changed, 153 insertions, 0 deletions
diff --git a/src/game/server/entity.h b/src/game/server/entity.h
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+++ b/src/game/server/entity.h
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+#ifndef GAME_SERVER_ENTITY_H
+#define GAME_SERVER_ENTITY_H
+
+#include <new>
+#include <base/vmath.h>
+#include <game/server/gameworld.h>
+
+#define MACRO_ALLOC_HEAP() \
+	public: \
+	void *operator new(size_t Size) \
+	{ \
+		void *p = mem_alloc(Size, 1); \
+		/*dbg_msg("", "++ %p %d", p, size);*/ \
+		mem_zero(p, Size); \
+		return p; \
+	} \
+	void operator delete(void *pPtr) \
+	{ \
+		/*dbg_msg("", "-- %p", p);*/ \
+		mem_free(pPtr); \
+	} \
+	private:
+
+#define MACRO_ALLOC_POOL_ID() \
+	public: \
+	void *operator new(size_t Size, int id); \
+	void operator delete(void *p); \
+	private:
+	
+#define MACRO_ALLOC_POOL_ID_IMPL(POOLTYPE, PoolSize) \
+	static char ms_PoolData##POOLTYPE[PoolSize][sizeof(POOLTYPE)] = {{0}}; \
+	static int ms_PoolUsed##POOLTYPE[PoolSize] = {0}; \
+	void *POOLTYPE::operator new(size_t Size, int id) \
+	{ \
+		dbg_assert(sizeof(POOLTYPE) == Size, "size error"); \
+		dbg_assert(!ms_PoolUsed##POOLTYPE[id], "already used"); \
+		/*dbg_msg("pool", "++ %s %d", #POOLTYPE, id);*/ \
+		ms_PoolUsed##POOLTYPE[id] = 1; \
+		mem_zero(ms_PoolData##POOLTYPE[id], Size); \
+		return ms_PoolData##POOLTYPE[id]; \
+	} \
+	void POOLTYPE::operator delete(void *p) \
+	{ \
+		int id = (POOLTYPE*)p - (POOLTYPE*)ms_PoolData##POOLTYPE; \
+		dbg_assert(ms_PoolUsed##POOLTYPE[id], "not used"); \
+		/*dbg_msg("pool", "-- %s %d", #POOLTYPE, id);*/ \
+		ms_PoolUsed##POOLTYPE[id] = 0; \
+		mem_zero(ms_PoolData##POOLTYPE[id], sizeof(POOLTYPE)); \
+	}
+	
+/*
+	Class: Entity
+		Basic entity class.
+*/
+class CEntity
+{
+	MACRO_ALLOC_HEAP()
+private:
+	friend class CGameWorld; // thy these?
+	CEntity *m_pPrevEntity;
+	CEntity *m_pNextEntity;
+
+	CEntity *m_pPrevTypeEntity;
+	CEntity *m_pNextTypeEntity;
+	
+	class CGameWorld *m_pGameWorld;
+protected:
+	bool m_MarkedForDestroy;
+	int m_Id;
+	int m_Objtype;
+public:
+	CEntity(CGameWorld *pGameWorld, int Objtype);
+	virtual ~CEntity();
+	
+	class CGameWorld *GameWorld() { return m_pGameWorld; }
+	class CGameContext *GameServer() { return GameWorld()->GameServer(); }
+	class IServer *Server() { return GameWorld()->Server(); }
+	
+	
+	CEntity *TypeNext() { return m_pNextTypeEntity; }
+	CEntity *TypePrev() { return m_pPrevTypeEntity; }
+
+	/*
+		Function: destroy
+			Destorys the entity.
+	*/
+	virtual void Destroy() { delete this; }
+		
+	/*
+		Function: reset
+			Called when the game resets the map. Puts the entity
+			back to it's starting state or perhaps destroys it.
+	*/
+	virtual void Reset() {}
+	
+	/*
+		Function: tick
+			Called progress the entity to the next tick. Updates
+			and moves the entity to it's new state and position.
+	*/
+	virtual void Tick() {}
+
+	/*
+		Function: tick_defered
+			Called after all entities tick() function has been called.
+	*/
+	virtual void TickDefered() {}
+	
+	/*
+		Function: snap
+			Called when a new snapshot is being generated for a specific
+			client.
+		
+		Arguments:
+			snapping_client - ID of the client which snapshot is
+				being generated. Could be -1 to create a complete
+				snapshot of everything in the game for demo
+				recording.
+	*/
+	virtual void Snap(int SnappingClient) {}
+	
+	/*
+		Function: networkclipped(int snapping_client)
+			Performs a series of test to see if a client can see the
+			entity.
+
+		Arguments:
+			snapping_client - ID of the client which snapshot is
+				being generated. Could be -1 to create a complete
+				snapshot of everything in the game for demo
+				recording.
+			
+		Returns:
+			Non-zero if the entity doesn't have to be in the snapshot.
+	*/
+	int NetworkClipped(int SnappingClient);
+	int NetworkClipped(int SnappingClient, vec2 CheckPos);
+		
+
+	/*
+		Variable: proximity_radius
+			Contains the physical size of the entity.
+	*/
+	float m_ProximityRadius;
+	
+	/*
+		Variable: pos
+			Contains the current posititon of the entity.
+	*/
+	vec2 m_Pos;
+};
+
+#endif