de03dd6460
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1400 0a769ca7-a7f5-676a-18bf-c427514a06d6
262 lines
7.8 KiB
C++
262 lines
7.8 KiB
C++
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#pragma once
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#include "Vector3d.h"
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#include "Vector3f.h"
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// Place this macro in the public section of each cEntity descendant class and you're done :)
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#define CLASS_PROTODEF(classname) \
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virtual bool IsA(const char * a_ClassName) const override\
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{ \
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return ((strcmp(a_ClassName, #classname) == 0) || super::IsA(a_ClassName)); \
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} \
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virtual const char * GetClass(void) const override \
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{ \
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return #classname; \
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} \
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static const char * GetClassStatic(void) \
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{ \
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return #classname; \
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} \
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virtual const char * GetParentClass(void) const override \
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{ \
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return super::GetClass(); \
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}
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class cWorld;
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class cReferenceManager;
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class cClientHandle;
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class cPlayer;
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class cChunk;
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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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enum eEntityType
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{
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etEntity, // For all other types
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etPlayer,
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etPickup,
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etMonster,
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etMob = etMonster, // DEPRECATED, use etMonster instead!
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etFallingBlock,
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etMinecart,
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etTNT,
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// DEPRECATED older constants, left over for compatibility reasons (plugins)
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eEntityType_Entity = etEntity,
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eEntityType_Player = etPlayer,
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eEntityType_Pickup = etPickup,
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eEntityType_Mob = etMob,
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} ;
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// tolua_end
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cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z);
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virtual ~cEntity();
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virtual void Initialize(cWorld * a_World);
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// tolua_begin
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eEntityType GetEntityType(void) const { return m_EntityType; }
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bool IsPlayer (void) const { return (m_EntityType == etPlayer); }
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bool IsPickup (void) const { return (m_EntityType == etPickup); }
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bool IsMob (void) const { return (m_EntityType == etMob); }
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bool IsMinecart(void) const { return (m_EntityType == etMinecart); }
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/// Returns true if the entity is of the specified class or a subclass (cPawn's IsA("cEntity") returns true)
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virtual bool IsA(const char * a_ClassName) const;
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/// Returns the topmost class name for the object
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virtual const char * GetClass(void) const;
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// Returns the class name of this class
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static const char * GetClassStatic(void);
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/// Returns the topmost class's parent class name for the object. cEntity returns an empty string (no parent).
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virtual const char * GetParentClass(void) const;
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cWorld * GetWorld(void) const { return m_World; }
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double GetHeadYaw (void) const {return m_HeadYaw; }
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const Vector3d & GetPosition (void) const {return m_Pos; }
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double GetPosX (void) const {return m_Pos.x; }
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double GetPosY (void) const {return m_Pos.y; }
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double GetPosZ (void) const {return m_Pos.z; }
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const Vector3d & GetRot (void) const {return m_Rot; }
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double GetRotation (void) const {return m_Rot.x; }
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double GetPitch (void) const {return m_Rot.y; }
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double GetRoll (void) const {return m_Rot.z; }
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Vector3d GetLookVector(void) const;
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const Vector3d & GetSpeed (void) const { return m_Speed; }
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double GetSpeedX (void) const { return m_Speed.x; }
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double GetSpeedY (void) const { return m_Speed.y; }
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double GetSpeedZ (void) const { return m_Speed.z; }
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int GetChunkX(void) const {return FAST_FLOOR_DIV(((int)m_Pos.x), cChunkDef::Width); }
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int GetChunkZ(void) const {return FAST_FLOOR_DIV(((int)m_Pos.z), cChunkDef::Width); }
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void SetHeadYaw (double a_HeadYaw);
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void SetPosX (double a_PosX);
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void SetPosY (double a_PosY);
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void SetPosZ (double a_PosZ);
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void SetPosition(double a_PosX, double a_PosY, double a_PosZ);
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void SetPosition(const Vector3d & a_Pos) { SetPosition(a_Pos.x,a_Pos.y,a_Pos.z);}
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void SetRot (const Vector3f & a_Rot);
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void SetRotation(double a_Rotation);
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void SetPitch (double a_Pitch);
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void SetRoll (double a_Roll);
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void SetSpeed (double a_SpeedX, double a_SpeedY, double a_SpeedZ);
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void SetSpeed (const Vector3d & a_Speed) { SetSpeed(a_Speed.x, a_Speed.y, a_Speed.z); }
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void SetSpeedX (double a_SpeedX);
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void SetSpeedY (double a_SpeedY);
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void SetSpeedZ (double a_SpeedZ);
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void AddPosX (double a_AddPosX);
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void AddPosY (double a_AddPosY);
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void AddPosZ (double a_AddPosZ);
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void AddPosition(double a_AddPosX, double a_AddPosY, double a_AddPosZ);
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void AddPosition(const Vector3d & a_AddPos) { AddPosition(a_AddPos.x,a_AddPos.y,a_AddPos.z);}
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void AddSpeed (double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeedZ);
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void AddSpeed (const Vector3d & a_AddSpeed) { AddSpeed(a_AddSpeed.x,a_AddSpeed.y,a_AddSpeed.z);}
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void AddSpeedX (double a_AddSpeedX);
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void AddSpeedY (double a_AddSpeedY);
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void AddSpeedZ (double a_AddSpeedZ);
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inline int GetUniqueID(void) const { return m_UniqueID; }
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inline bool IsDestroyed(void) const { return !m_IsInitialized; }
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void Destroy(void);
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// tolua_end
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virtual void Tick(float a_Dt, cChunk & a_Chunk);
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virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk);
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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!"); }
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//Updates clients of changes in the entity.
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virtual void BroadcastMovementUpdate(const cClientHandle * a_Exclude = NULL);
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/// Attaches to the specified entity; detaches from any previous one first
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void AttachTo(cEntity * a_AttachTo);
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/// Detaches from the currently attached entity, if any
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void Detach(void);
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//Makes sure head yaw is not over the specified range.
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void WrapHeadYaw();
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//Makes sure rotation is not over the specified range.
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void WrapRotation();
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//Makes speed is not over 20. Max speed is 20 blocks / second
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void WrapSpeed();
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// tolua_begin
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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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// tolua_end
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/// Called when the specified player right-clicks this entity
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virtual void OnRightClicked(cPlayer & a_Player) {};
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protected:
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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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/// The entity to which this entity is attached (vehicle), NULL if none
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cEntity * m_AttachedTo;
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/// The entity which is attached to this entity (rider), NULL if none
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cEntity * m_Attachee;
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cReferenceManager* m_Referencers;
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cReferenceManager* m_References;
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// Flags that signal that we haven't updated the clients with the latest.
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bool m_bDirtyHead;
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bool m_bDirtyOrientation;
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bool m_bDirtyPosition;
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bool m_bDirtySpeed;
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bool m_bOnGround;
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float m_Gravity;
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// Last Position.
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double m_LastPosX, m_LastPosY, m_LastPosZ;
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// This variables keep track of the last time a packet was sent
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Int64 m_TimeLastTeleportPacket,m_TimeLastMoveReltPacket,m_TimeLastSpeedPacket; // In ticks
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bool m_IsInitialized; // Is set to true when it's initialized, until it's destroyed (Initialize() till Destroy() )
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eEntityType m_EntityType;
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cWorld * m_World;
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float m_FireDamageInterval;
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float m_BurnPeriod;
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virtual void Destroyed(void) {} // Called after the entity has been destroyed
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void SetWorld(cWorld * a_World) { m_World = a_World; }
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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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private:
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double m_HeadYaw;
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Vector3d m_Speed;
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Vector3d m_Rot;
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Vector3d m_Pos;
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Vector3d m_WaterSpeed;
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} ; // tolua_export
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typedef std::list<cEntity *> cEntityList;
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