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#ifndef GAME_SERVER_ENTITY_H
#define GAME_SERVER_ENTITY_H
#include <new>
#include <base/vmath.hpp>
#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 *p) \
{ \
/*dbg_msg("", "-- %p", p);*/ \
mem_free(p); \
} \
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 pool_data_##POOLTYPE[poolsize][sizeof(POOLTYPE)] = {{0}}; \
static int pool_used_##POOLTYPE[poolsize] = {0}; \
void *POOLTYPE::operator new(size_t size, int id) \
{ \
dbg_assert(sizeof(POOLTYPE) == size, "size error"); \
dbg_assert(!pool_used_##POOLTYPE[id], "already used"); \
/*dbg_msg("pool", "++ %s %d", #POOLTYPE, id);*/ \
pool_used_##POOLTYPE[id] = 1; \
mem_zero(pool_data_##POOLTYPE[id], size); \
return pool_data_##POOLTYPE[id]; \
} \
void POOLTYPE::operator delete(void *p) \
{ \
int id = (POOLTYPE*)p - (POOLTYPE*)pool_data_##POOLTYPE; \
dbg_assert(pool_used_##POOLTYPE[id], "not used"); \
/*dbg_msg("pool", "-- %s %d", #POOLTYPE, id);*/ \
pool_used_##POOLTYPE[id] = 0; \
mem_zero(pool_data_##POOLTYPE[id], sizeof(POOLTYPE)); \
}
/*
Class: Entity
Basic entity class.
*/
class ENTITY
{
MACRO_ALLOC_HEAP()
private:
friend class GAMEWORLD; // thy these?
ENTITY *prev_entity;
ENTITY *next_entity;
ENTITY *prev_type_entity;
ENTITY *next_type_entity;
protected:
bool marked_for_destroy;
int id;
int objtype;
public:
ENTITY(int objtype);
virtual ~ENTITY();
ENTITY *typenext() { return next_type_entity; }
ENTITY *typeprev() { return prev_type_entity; }
/*
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 tick_defered() {}
/*
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 snapping_client) {}
/*
Variable: proximity_radius
Contains the physical size of the entity.
*/
float proximity_radius;
/*
Variable: pos
Contains the current posititon of the entity.
*/
vec2 pos;
};
#endif
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