455 lines
16 KiB
C++
455 lines
16 KiB
C++
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#pragma once
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#include "../Item.h"
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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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struct TakeDamageInfo
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{
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eDamageType DamageType; // Where does the damage come from? Being hit / on fire / contact with cactus / ...
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cEntity * Attacker; // The attacking entity; valid only for dtAttack
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int RawDamage; // What damage would the receiver get without any armor. Usually: attacker mob type + weapons
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int FinalDamage; // What actual damage will be received. Usually: m_RawDamage minus armor
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Vector3d Knockback; // The amount and direction of knockback received from the damage
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// TODO: Effects - list of effects that the hit is causing. Unknown representation yet
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} ;
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// tolua_end
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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 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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etFallingBlock,
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etMinecart,
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etBoat,
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etTNT,
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etProjectile,
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etExpOrb,
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etFloater,
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// Common variations
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etMob = etMonster, // DEPRECATED, use etMonster instead!
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} ;
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// tolua_end
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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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ENTITY_STATUS_GOLEM_ROSING = 11,
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ENTITY_STATUS_VILLAGER_HEARTS = 12,
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ENTITY_STATUS_VILLAGER_ANGRY = 13,
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ENTITY_STATUS_VILLAGER_HAPPY = 14,
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ENTITY_STATUS_WITCH_MAGICKING = 15,
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// It seems 16 (zombie conversion) is now done with metadata
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ENTITY_STATUS_FIREWORK_EXPLODE= 17,
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} ;
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enum
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{
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FIRE_TICKS_PER_DAMAGE = 10, ///< How many ticks to wait between damaging an entity when it stands in fire
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FIRE_DAMAGE = 1, ///< How much damage to deal when standing in fire
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LAVA_TICKS_PER_DAMAGE = 10, ///< How many ticks to wait between damaging an entity when it stands in lava
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LAVA_DAMAGE = 5, ///< How much damage to deal when standing in lava
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BURN_TICKS_PER_DAMAGE = 20, ///< How many ticks to wait between damaging an entity when it is burning
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BURN_DAMAGE = 1, ///< How much damage to deal when the entity is burning
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BURN_TICKS = 200, ///< How long to keep an entity burning after it has stood in lava / fire
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} ;
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cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, double a_Width, double a_Height);
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virtual ~cEntity();
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/// Spawns the entity in the world; returns true if spawned, false if not (plugin disallowed)
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virtual bool 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 == etMonster); }
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bool IsFallingBlock(void) const { return (m_EntityType == etFallingBlock); }
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bool IsMinecart (void) const { return (m_EntityType == etMinecart); }
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bool IsBoat (void) const { return (m_EntityType == etBoat); }
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bool IsTNT (void) const { return (m_EntityType == etTNT); }
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bool IsProjectile (void) const { return (m_EntityType == etProjectile); }
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bool IsExpOrb (void) const { return (m_EntityType == etExpOrb); }
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bool IsFloater (void) const { return (m_EntityType == etFloater); }
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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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double GetHeight (void) const { return m_Height; }
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double GetMass (void) const { return m_Mass; }
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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 GetYaw (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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double GetWidth (void) const { return m_Width; }
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int GetChunkX(void) const {return (int)floor(m_Pos.x / cChunkDef::Width); }
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int GetChunkZ(void) const {return (int)floor(m_Pos.z / cChunkDef::Width); }
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void SetHeadYaw (double a_HeadYaw);
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void SetHeight (double a_Height);
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void SetMass (double a_Mass);
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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 SetYaw (double a_Yaw);
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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 SetWidth (double a_Width);
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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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virtual void HandleSpeedFromAttachee(float a_Forward, float a_Sideways);
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void SteerVehicle(float a_Forward, float a_Sideways);
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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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/// Schedules the entity for destroying; if a_ShouldBroadcast is set to true, broadcasts the DestroyEntity packet
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void Destroy(bool a_ShouldBroadcast = true);
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/// Makes this pawn take damage from an attack by a_Attacker. Damage values are calculated automatically and DoTakeDamage() called
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void TakeDamage(cEntity & a_Attacker);
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/// Makes this entity take the specified damage. The final damage is calculated using current armor, then DoTakeDamage() called
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void TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, double a_KnockbackAmount);
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/// Makes this entity take the specified damage. The values are packed into a TDI, knockback calculated, then sent through DoTakeDamage()
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void TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, int a_FinalDamage, double a_KnockbackAmount);
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float GetGravity(void) const { return m_Gravity; }
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void SetGravity(float a_Gravity) { m_Gravity = a_Gravity; }
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/// Sets the rotation to match the speed vector (entity goes "face-forward")
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void SetYawFromSpeed(void);
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/// Sets the pitch to match the speed vector (entity gies "face-forward")
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void SetPitchFromSpeed(void);
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// tolua_end
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/// Makes this entity take damage specified in the a_TDI. The TDI is sent through plugins first, then applied
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virtual void DoTakeDamage(TakeDamageInfo & a_TDI);
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// tolua_begin
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/// Returns the hitpoints that this pawn can deal to a_Receiver using its equipped items
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virtual int GetRawDamageAgainst(const cEntity & a_Receiver);
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/// Returns the hitpoints out of a_RawDamage that the currently equipped armor would cover
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virtual int GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_RawDamage);
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/// Returns the knockback amount that the currently equipped items would cause to a_Receiver on a hit
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virtual double GetKnockbackAmountAgainst(const cEntity & a_Receiver);
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/// Returns the curently equipped weapon; empty item if none
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virtual cItem GetEquippedWeapon(void) const { return cItem(); }
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/// Returns the currently equipped helmet; empty item if none
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virtual cItem GetEquippedHelmet(void) const { return cItem(); }
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/// Returns the currently equipped chestplate; empty item if none
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virtual cItem GetEquippedChestplate(void) const { return cItem(); }
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/// Returns the currently equipped leggings; empty item if none
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virtual cItem GetEquippedLeggings(void) const { return cItem(); }
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/// Returns the currently equipped boots; empty item if none
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virtual cItem GetEquippedBoots(void) const { return cItem(); }
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/// Called when the health drops below zero. a_Killer may be NULL (environmental damage)
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virtual void KilledBy(cEntity * a_Killer);
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/// Heals the specified amount of HPs
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void Heal(int a_HitPoints);
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/// Returns the health of this entity
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int GetHealth(void) const { return m_Health; }
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/// Sets the health of this entity; doesn't broadcast any hurt animation
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void SetHealth(int a_Health);
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// tolua_end
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virtual void Tick(float a_Dt, cChunk & a_Chunk);
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/// Handles the physics of the entity - updates position based on speed, updates speed based on environment
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virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk);
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/// Updates the state related to this entity being on fire
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virtual void TickBurning(cChunk & a_Chunk);
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/// Handles when the entity is in the void
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virtual void TickInVoid(cChunk & a_Chunk);
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/// Called when the entity starts burning
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virtual void OnStartedBurning(void);
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/// Called when the entity finishes burning
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virtual void OnFinishedBurning(void);
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// tolua_begin
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/// Sets the maximum value for the health
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void SetMaxHealth(int a_MaxHealth);
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int GetMaxHealth(void) const { return m_MaxHealth; }
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/// Puts the entity on fire for the specified amount of ticks
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void StartBurning(int a_TicksLeftBurning);
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/// Stops the entity from burning, resets all burning timers
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void StopBurning(void);
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// tolua_end
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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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*/
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virtual void SpawnOn(cClientHandle & a_Client) = 0;
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// tolua_begin
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/// Teleports to the entity specified
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virtual void TeleportToEntity(cEntity & a_Entity);
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/// Teleports to the coordinates specified
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virtual void TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ);
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// tolua_end
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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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virtual 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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// COMMON metadata flags; descendants may override the defaults:
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virtual bool IsOnFire (void) const {return (m_TicksLeftBurning > 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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virtual bool IsInvisible(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 &) {};
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/// Returns the list of drops for this pawn when it is killed. May check a_Killer for special handling (sword of looting etc.). Called from KilledBy().
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virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL)
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{
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UNUSED(a_Drops);
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UNUSED(a_Killer);
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}
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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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int m_Health;
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int m_MaxHealth;
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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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/// Time, in ticks, since the last damage dealt by being on fire. Valid only if on fire (IsOnFire())
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int m_TicksSinceLastBurnDamage;
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/// Time, in ticks, since the last damage dealt by standing in lava. Reset to zero when moving out of lava.
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int m_TicksSinceLastLavaDamage;
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/// Time, in ticks, since the last damage dealt by standing in fire. Reset to zero when moving out of fire.
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int m_TicksSinceLastFireDamage;
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/// Time, in ticks, until the entity extinguishes its fire
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int m_TicksLeftBurning;
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/// Time, in ticks, since the last damage dealt by the void. Reset to zero when moving out of the void.
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int m_TicksSinceLastVoidDamage;
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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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// Measured in degrees, [-180, +180)
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double m_HeadYaw;
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// Measured in meter/second (m/s)
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Vector3d m_Speed;
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// Measured in degrees, [-180, +180)
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Vector3d m_Rot;
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/// Position of the entity's XZ center and Y bottom
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Vector3d m_Pos;
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// Measured in meter / second
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Vector3d m_WaterSpeed;
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// Measured in Kilograms (Kg)
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double m_Mass;
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/// Width of the entity, in the XZ plane. Since entities are represented as cylinders, this is more of a diameter.
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double m_Width;
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/// Height of the entity (Y axis)
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double m_Height;
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} ; // tolua_export
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typedef std::list<cEntity *> cEntityList;
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