#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; class cPacket; class cEntity //tolua_export { //tolua_export public: //tolua_export cEntity(const double & a_X, const double & a_Y, const double & a_Z); //tolua_export virtual ~cEntity(); //tolua_export virtual void Initialize( cWorld* a_World ); //tolua_export enum eEntityType //tolua_export { //tolua_export eEntityType_Entity, //tolua_export eEntityType_Player, //tolua_export eEntityType_Pickup //tolua_export }; //tolua_export virtual unsigned int GetEntityType() { return m_EntityType; } //tolua_export virtual bool IsA( const char* a_EntityType ); //tolua_export virtual const char* GetClass(); //tolua_export 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 virtual cPacket * GetSpawnPacket(void) const {ASSERT(!"GetSpawnedPacket unimplemented!"); return NULL; }; // _X: Needs to be implemented due to Lua bindings void SpawnOn (cClientHandle * a_Client); // tolua_export void WrapRotation(); 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; }; //tolua_export typedef std::list cEntityList;