#pragma once
#include "Vector3d.h"
#include "Vector3f.h"
#define CLASS_PROT_ISA() virtual bool IsA(const char * a_EntityType) const override;
#define CLASS_PROT_GETCLASS() virtual const char * GetClass (void) const override;
#define CLASS_PROT_GETPARENT() virtual const char * GetParentClass(void) const override;
#define CLASS_PROTOTYPE() \
CLASS_PROT_ISA(); \
CLASS_PROT_GETCLASS(); \
CLASS_PROT_GETPARENT();
#define CLASS_DEF_ISA(classname) \
bool classname::IsA(const char * a_ClassName) const \
{ \
return ((strcmp(a_ClassName, #classname) == 0) || super::IsA(a_ClassName)); \
}
#define CLASS_DEF_GETCLASS(classname) \
const char * classname::GetClass(void) const \
{ \
return #classname; \
}
#define CLASS_DEFINITION(classname) \
CLASS_DEF_ISA(classname) \
CLASS_DEF_GETCLASS(classname)
// Place this macro in the header of each cEntity descendant class and you're done :)
#define CLASS_PROTODEF(classname) \
virtual bool IsA(const char * a_ClassName) const override\
{ \
return ((strcmp(a_ClassName, #classname) == 0) || super::IsA(a_ClassName)); \
} \
virtual const char * GetClass(void) const override \
{ \
return #classname; \
} \
virtual const char * GetParentClass(void) const override \
{ \
return super::GetClass(); \
}
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,
} ;
enum eEntityType
{
etEntity, // For all other types
etPlayer,
etPickup,
etMob,
etFallingBlock,
// Older constants, left over for compatibility reasons (plugins)
eEntityType_Entity = etEntity,
eEntityType_Player = etPlayer,
eEntityType_Pickup = etPickup,
eEntityType_Mob = etMob,
} ;
cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z);
virtual ~cEntity();
virtual void Initialize(cWorld * a_World);
eEntityType GetEntityType(void) const { return m_EntityType; }
bool IsPlayer(void) const { return (m_EntityType == etPlayer); }
bool IsPickup(void) const { return (m_EntityType == etPickup); }
bool IsMob (void) const { return (m_EntityType == etMob); }
/// Returns true if the entity is of the specified class or a subclass (cPawn's IsA("cEntity") returns true)
virtual bool IsA(const char * a_ClassName) const;
/// Returns the topmost class name for the object
virtual const char * GetClass(void) const;
/// Returns the topmost class's parent class name for the object. cEntity returns an empty string (no parent).
virtual const char * GetParentClass(void) const;
cWorld * GetWorld(void) const { return m_World; }
const Vector3d & GetPosition(void) const {return m_Pos; }
double GetPosX (void) const {return m_Pos.x; }
double GetPosY (void) const {return m_Pos.y; }
double GetPosZ (void) const {return m_Pos.z; }
const Vector3f & GetRot (void) const {return m_Rot; }
float GetRotation(void) const {return m_Rot.x; }
float GetPitch (void) const {return m_Rot.y; }
float GetRoll (void) const {return m_Rot.z; }
Vector3f GetLookVector(void);
int GetChunkX(void) const {return m_ChunkX; }
int GetChunkY(void) const {return m_ChunkY; }
int GetChunkZ(void) const {return m_ChunkZ; }
void SetPosX (double a_PosX);
void SetPosY (double a_PosY);
void SetPosZ (double a_PosZ);
void SetPosition(double a_PosX, double a_PosY, double a_PosZ);
void SetPosition(const Vector3d & a_Pos);
void SetRot (const Vector3f & a_Rot);
void SetRotation(float a_Rotation);
void SetPitch (float a_Pitch);
void SetRoll (float a_Roll);
// tolua_end
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;