fdcad8a72d
Using templates to generate ForEach* functions instead of MACROS Better error reporting in ForEach* functions git-svn-id: http://mc-server.googlecode.com/svn/trunk@1191 0a769ca7-a7f5-676a-18bf-c427514a06d6
191 lines
5.2 KiB
C++
191 lines
5.2 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 header 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 MTRand;
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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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etMob,
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etFallingBlock,
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// 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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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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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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/// 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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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 Vector3f & GetRot (void) const {return m_Rot; }
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float GetRotation(void) const {return m_Rot.x; }
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float GetPitch (void) const {return m_Rot.y; }
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float GetRoll (void) const {return m_Rot.z; }
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Vector3f GetLookVector(void);
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int GetChunkX(void) const {return m_ChunkX; }
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int GetChunkY(void) const {return m_ChunkY; }
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int GetChunkZ(void) const {return m_ChunkZ; }
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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);
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void SetRot (const Vector3f & a_Rot);
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void SetRotation(float a_Rotation);
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void SetPitch (float a_Pitch);
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void SetRoll (float a_Roll);
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// tolua_end
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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, MTRand & a_TickRandom); // tolua_export
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virtual void HandlePhysics(float a_Dt) {} // tolua_export
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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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void WrapRotation();
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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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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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float m_FireDamageInterval;
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float m_BurnPeriod;
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}; // tolua_export
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typedef std::list<cEntity *> cEntityList;
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