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cuberite-2a/source/Entity.h

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