2012-06-14 09:06:06 -04:00
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#pragma once
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#include "Vector3d.h"
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#include "Vector3f.h"
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#define CLASS_PROT_ISA() virtual bool IsA( const char* a_EntityType );
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#define CLASS_PROT_GETCLASS() virtual const char* GetClass();
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/* Can't use this (yet) because of tolua */
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#define CLASS_PROTOTYPE() \
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CLASS_PROT_ISA(); \
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CLASS_PROT_GETCLASS();
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#define CLASS_DEF_ISA( classname, superclass ) \
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bool classname::IsA( const char* a_EntityType ) \
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{ \
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if( strcmp( a_EntityType, #classname ) == 0 ) return true; \
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return superclass::IsA( a_EntityType ); \
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}
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#define CLASS_DEF_GETCLASS( classname ) \
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const char* classname::GetClass() \
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{ \
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return #classname; \
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}
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#define CLASS_DEFINITION( classname, superclass ) \
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CLASS_DEF_ISA( classname, superclass ) \
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CLASS_DEF_GETCLASS( classname )
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class cWorld;
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class cReferenceManager;
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class cClientHandle;
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2012-08-19 17:14:45 -04:00
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// tolua_begin
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class cEntity
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{
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public:
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enum
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{
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ENTITY_STATUS_HURT = 2,
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ENTITY_STATUS_DEAD = 3,
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ENTITY_STATUS_WOLF_TAMING = 6,
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ENTITY_STATUS_WOLF_TAMED = 7,
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ENTITY_STATUS_WOLF_SHAKING = 8,
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ENTITY_STATUS_EATING_ACCEPTED = 9,
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ENTITY_STATUS_SHEEP_EATING = 10,
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} ;
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cEntity(const double & a_X, const double & a_Y, const double & a_Z);
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virtual ~cEntity();
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2012-08-24 03:58:26 -04:00
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virtual void Initialize(cWorld * a_World);
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2012-08-19 17:14:45 -04:00
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enum eEntityType
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{
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eEntityType_Entity,
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eEntityType_Player,
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eEntityType_Pickup
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};
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virtual unsigned int GetEntityType() { return m_EntityType; }
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virtual bool IsA( const char* a_EntityType );
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virtual const char* GetClass();
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// tolua_end
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2012-06-14 09:06:06 -04:00
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cWorld * GetWorld(void) const { return m_World; } //tolua_export
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const Vector3d & GetPosition(void) const {return m_Pos; } //tolua_export
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const double & GetPosX (void) const {return m_Pos.x; } //tolua_export
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const double & GetPosY (void) const {return m_Pos.y; } //tolua_export
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const double & GetPosZ (void) const {return m_Pos.z; } //tolua_export
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const Vector3f & GetRot (void) const {return m_Rot; } //tolua_export
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float GetRotation(void) const {return m_Rot.x; } //tolua_export
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float GetPitch (void) const {return m_Rot.y; } //tolua_export
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float GetRoll (void) const {return m_Rot.z; } //tolua_export
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Vector3f GetLookVector(); //tolua_export
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int GetChunkX(void) const {return m_ChunkX; } //tolua_export
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int GetChunkY(void) const {return m_ChunkY; } //tolua_export
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int GetChunkZ(void) const {return m_ChunkZ; } //tolua_export
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void SetPosX( const double & a_PosX ); //tolua_export
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void SetPosY( const double & a_PosY ); //tolua_export
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void SetPosZ( const double & a_PosZ ); //tolua_export
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void SetPosition( const double & a_PosX, const double & a_PosY, const double & a_PosZ );//tolua_export
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void SetPosition( const Vector3d & a_Pos ); //tolua_export
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void SetRot( const Vector3f & a_Rot ); //tolua_export
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void SetRotation( float a_Rotation ); //tolua_export
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void SetPitch( float a_Pitch ); //tolua_export
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void SetRoll( float a_Roll ); //tolua_export
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inline int GetUniqueID(void) const { return m_UniqueID; } //tolua_export
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inline bool IsDestroyed(void) const { return m_bDestroyed; } //tolua_export
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void Destroy(); //tolua_export
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void RemoveFromChunk(void); // for internal use in cChunk
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virtual void Tick(float a_Dt) = 0; //tolua_export
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2012-08-24 03:58:26 -04:00
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/** Descendants override this function to send a command to the specified client to spawn the entity on the client.
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To spawn on all eligible clients, use cChunkMap::BroadcastSpawnEntity()
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Needs to have a default implementation due to Lua bindings.
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*/
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virtual void SpawnOn(cClientHandle & a_Client) {ASSERT(!"SpawnOn() unimplemented!"); } // tolua_export
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2012-06-14 09:06:06 -04:00
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void WrapRotation();
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2012-08-28 17:59:49 -04:00
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// Metadata flags; descendants may override the defaults:
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virtual bool IsOnFire (void) const {return (m_BurnPeriod > 0); }
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virtual bool IsCrouched (void) const {return false; }
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virtual bool IsRiding (void) const {return false; }
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virtual bool IsSprinting(void) const {return false; }
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virtual bool IsRclking (void) const {return false; }
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2012-06-14 09:06:06 -04:00
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protected:
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virtual void Destroyed() {} // Called after the entity has been destroyed
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void SetWorld( cWorld* a_World ) { m_World = a_World; }
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void MoveToCorrectChunk(bool a_bIgnoreOldChunk = false);
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friend class cReferenceManager;
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void AddReference( cEntity*& a_EntityPtr );
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void ReferencedBy( cEntity*& a_EntityPtr );
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void Dereference( cEntity*& a_EntityPtr );
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static cCriticalSection m_CSCount;
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static int m_EntityCount;
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int m_UniqueID;
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cReferenceManager* m_Referencers;
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cReferenceManager* m_References;
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int m_ChunkX, m_ChunkY, m_ChunkZ;
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Vector3d m_Pos;
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bool m_bDirtyPosition;
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Vector3f m_Rot;
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bool m_bDirtyOrientation;
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bool m_bDestroyed;
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bool m_bRemovedFromChunk;
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eEntityType m_EntityType;
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cWorld* m_World;
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2012-08-28 17:59:49 -04:00
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float m_FireDamageInterval;
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float m_BurnPeriod;
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2012-06-14 09:06:06 -04:00
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}; //tolua_export
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typedef std::list<cEntity *> cEntityList;
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