#pragma once
#include "../Item.h"
#include "../Vector3.h"
// Place this macro in the public section 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; \
} \
static const char * GetClassStatic(void) \
{ \
return #classname; \
} \
virtual const char * GetParentClass(void) const override \
{ \
return super::GetClass(); \
}
#define POSX_TOINT (int)floor(GetPosX())
#define POSY_TOINT (int)floor(GetPosY())
#define POSZ_TOINT (int)floor(GetPosZ())
#define POS_TOINT Vector3i(POSXTOINT, POSYTOINT, POSZTOINT)
#define GET_AND_VERIFY_CURRENT_CHUNK(ChunkVarName, X, Z) cChunk * ChunkVarName = a_Chunk.GetNeighborChunk(X, Z); if ((ChunkVarName == NULL) || !ChunkVarName->IsValid()) { return; }
class cWorld;
class cClientHandle;
class cPlayer;
class cChunk;
// tolua_begin
struct TakeDamageInfo
{
eDamageType DamageType; // Where does the damage come from? Being hit / on fire / contact with cactus / ...
cEntity * Attacker; // The attacking entity; valid only for dtAttack
int RawDamage; // What damage would the receiver get without any armor. Usually: attacker mob type + weapons
int FinalDamage; // What actual damage will be received. Usually: m_RawDamage minus armor
Vector3d Knockback; // The amount and direction of knockback received from the damage
// TODO: Effects - list of effects that the hit is causing. Unknown representation yet
} ;
// tolua_end
// tolua_begin
class cEntity
{
public:
enum eEntityType
{
etEntity, // For all other types
etEnderCrystal,
etPlayer,
etPickup,
etMonster,
etFallingBlock,
etMinecart,
etBoat,
etTNT,
etProjectile,
etExpOrb,
etFloater,
etItemFrame,
etPainting,
// Common variations
etMob = etMonster, // DEPRECATED, use etMonster instead!
} ;
// tolua_end
enum eEntityStatus
{
// TODO: Investiagate 0, 1, and 5 as Wiki.vg is not certain
// Entity becomes coloured red
esGenericHurt = 2,
// Entity plays death animation (entity falls to ground)
esGenericDead = 3,
// Iron Golem plays attack animation (arms lift and fall)
esIronGolemAttacking = 4,
// Wolf taming particles spawn (smoke)
esWolfTaming = 6,
// Wolf tamed particles spawn (hearts)
esWolfTamed = 7,
// Wolf plays water removal animation (shaking and water particles)
esWolfDryingWater = 8,
// Informs client that eating was accepted
esPlayerEatingAccepted = 9,
// Sheep plays eating animation (head lowers to ground)
esSheepEating = 10,
// Iron Golem holds gift to villager children
esIronGolemGivingPlant = 11,
// Villager spawns heart particles
esVillagerBreeding = 12,
// Villager spawns thunderclound particles
esVillagerAngry = 13,
// Villager spawns green crosses
esVillagerHappy = 14,
// Witch spawns magic particle (TODO: investigation into what this is)
esWitchMagicking = 15,
// It seems 16 (zombie conversion) is now done with metadata
// Informs client to explode a firework based on its metadata
esFireworkExploding = 17,
} ;
enum
{
FIRE_TICKS_PER_DAMAGE = 10, ///< How many ticks to wait between damaging an entity when it stands in fire
FIRE_DAMAGE = 1, ///< How much damage to deal when standing in fire
LAVA_TICKS_PER_DAMAGE = 10, ///< How many ticks to wait between damaging an entity when it stands in lava
LAVA_DAMAGE = 5, ///< How much damage to deal when standing in lava
BURN_TICKS_PER_DAMAGE = 20, ///< How many ticks to wait between damaging an entity when it is burning
BURN_DAMAGE = 1, ///< How much damage to deal when the entity is burning
BURN_TICKS = 200, ///< How long to keep an entity burning after it has stood in lava / fire
MAX_AIR_LEVEL = 300, ///< Maximum air an entity can have
DROWNING_TICKS = 20, ///< Number of ticks per heart of damage
VOID_BOUNDARY = -46, ///< At what position Y to begin applying void damage
FALL_DAMAGE_HEIGHT = 4 ///< At what position Y fall damage is applied
} ;
cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, double a_Width, double a_Height);
virtual ~cEntity();
/** Spawns the entity in the world; returns true if spawned, false if not (plugin disallowed).
Adds the entity to the world. */
virtual bool Initialize(cWorld & a_World);
// tolua_begin
eEntityType GetEntityType(void) const { return m_EntityType; }
bool IsEnderCrystal(void) const { return (m_EntityType == etEnderCrystal); }
bool IsPlayer (void) const { return (m_EntityType == etPlayer); }
bool IsPickup (void) const { return (m_EntityType == etPickup); }
bool IsMob (void) const { return (m_EntityType == etMonster); }
bool IsFallingBlock(void) const { return (m_EntityType == etFallingBlock); }
bool IsMinecart (void) const { return (m_EntityType == etMinecart); }
bool IsBoat (void) const { return (m_EntityType == etBoat); }
bool IsTNT (void) const { return (m_EntityType == etTNT); }
bool IsProjectile (void) const { return (m_EntityType == etProjectile); }
bool IsExpOrb (void) const { return (m_EntityType == etExpOrb); }
bool IsFloater (void) const { return (m_EntityType == etFloater); }
bool IsItemFrame (void) const { return (m_EntityType == etItemFrame); }
bool IsPainting (void) const { return (m_EntityType == etPainting); }
/// 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 class name of this class
static const char * GetClassStatic(void);
/// 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; }
double GetHeadYaw (void) const { return m_HeadYaw; } // In degrees
double GetHeight (void) const { return m_Height; }
double GetMass (void) const { return m_Mass; }
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 Vector3d & GetRot (void) const { return m_Rot; } // OBSOLETE, use individual GetYaw(), GetPitch, GetRoll() components
double GetYaw (void) const { return m_Rot.x; } // In degrees, [-180, +180)
double GetPitch (void) const { return m_Rot.y; } // In degrees, [-180, +180), but normal client clips to [-90, +90]
double GetRoll (void) const { return m_Rot.z; } // In degrees, unused in current client
Vector3d GetLookVector(void) const;
const Vector3d & GetSpeed (void) const { return m_Speed; }
double GetSpeedX (void) const { return m_Speed.x; }
double GetSpeedY (void) const { return m_Speed.y; }
double GetSpeedZ (void) const { return m_Speed.z; }
double GetWidth (void) const { return m_Width; }
int GetChunkX(void) const {return (int)floor(m_Pos.x / cChunkDef::Width); }
int GetChunkZ(void) const {return (int)floor(m_Pos.z / cChunkDef::Width); }
void SetHeadYaw (double a_HeadYaw);
void SetHeight (double a_Height);
void SetMass (double a_Mass);
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) { SetPosition(a_Pos.x, a_Pos.y, a_Pos.z); }
void SetRot (const Vector3f & a_Rot); // OBSOLETE, use individual SetYaw(), SetPitch(), SetRoll() components
void SetYaw (double a_Yaw); // In degrees, normalizes to [-180, +180)
void SetPitch (double a_Pitch); // In degrees, normalizes to [-180, +180)
void SetRoll (double a_Roll); // In degrees, normalizes to [-180, +180)
// tolua_end
// tolua_begin
/** Sets the speed of the entity, measured in m / sec */
void SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ);
/** Sets the speed of the entity, measured in m / sec */
void SetSpeed(const Vector3d & a_Speed) { SetSpeed(a_Speed.x, a_Speed.y, a_Speed.z); }
/** Sets the speed in the X axis, leaving the other speed components intact. Measured in m / sec. */
void SetSpeedX(double a_SpeedX);
/** Sets the speed in the Y axis, leaving the other speed components intact. Measured in m / sec. */
void SetSpeedY(double a_SpeedY);
/** Sets the speed in the Z axis, leaving the other speed components intact. Measured in m / sec. */
void SetSpeedZ(double a_SpeedZ);
void SetWidth (double a_Width);
void AddPosX (double a_AddPosX);
void AddPosY (double a_AddPosY);
void AddPosZ (double a_AddPosZ);
void AddPosition(double a_AddPosX, double a_AddPosY, double a_AddPosZ);
void AddPosition(const Vector3d & a_AddPos) { AddPosition(a_AddPos.x,a_AddPos.y,a_AddPos.z);}
void AddSpeed (double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeedZ);
void AddSpeed (const Vector3d & a_AddSpeed) { AddSpeed(a_AddSpeed.x,a_AddSpeed.y,a_AddSpeed.z);}
void AddSpeedX (double a_AddSpeedX);
void AddSpeedY (double a_AddSpeedY);
void AddSpeedZ (double a_AddSpeedZ);
virtual void HandleSpeedFromAttachee(float a_Forward, float a_Sideways);
void SteerVehicle(float a_Forward, float a_Sideways);
inline int GetUniqueID(void) const { return m_UniqueID; }
inline bool IsDestroyed(void) const { return !m_IsInitialized; }
/// Schedules the entity for destroying; if a_ShouldBroadcast is set to true, broadcasts the DestroyEntity packet
void Destroy(bool a_ShouldBroadcast = true);
/// Makes this pawn take damage from an attack by a_Attacker. Damage values are calculated automatically and DoTakeDamage() called
void TakeDamage(cEntity & a_Attacker);
/// Makes this entity take the specified damage. The final damage is calculated using current armor, then DoTakeDamage() called
void TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, double a_KnockbackAmount);
/// Makes this entity take the specified damage. The values are packed into a TDI, knockback calculated, then sent through DoTakeDamage()
void TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, int a_FinalDamage, double a_KnockbackAmount);
float GetGravity(void) const { return m_Gravity; }
void SetGravity(float a_Gravity) { m_Gravity = a_Gravity; }
/// Sets the rotation to match the speed vector (entity goes "face-forward")
void SetYawFromSpeed(void);
/// Sets the pitch to match the speed vector (entity gies "face-forward")
void SetPitchFromSpeed(void);
// tolua_end
/** Makes this entity take damage specified in the a_TDI.
The TDI is sent through plugins first, then applied.
If it returns false, the entity hasn't receive any damage. */
virtual bool DoTakeDamage(TakeDamageInfo & a_TDI);
// tolua_begin
/// Returns the hitpoints that this pawn can deal to a_Receiver using its equipped items
virtual int GetRawDamageAgainst(const cEntity & a_Receiver);
/** Returns whether armor will protect against the passed damage type **/
virtual bool ArmorCoversAgainst(eDamageType a_DamageType);
/// Returns the hitpoints out of a_RawDamage that the currently equipped armor would cover
virtual int GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_RawDamage);
/// Returns the knockback amount that the currently equipped items would cause to a_Receiver on a hit
virtual double GetKnockbackAmountAgainst(const cEntity & a_Receiver);
/// Returns the curently equipped weapon; empty item if none
virtual cItem GetEquippedWeapon(void) const { return cItem(); }
/// Returns the currently equipped helmet; empty item if none
virtual cItem GetEquippedHelmet(void) const { return cItem(); }
/// Returns the currently equipped chestplate; empty item if none
virtual cItem GetEquippedChestplate(void) const { return cItem(); }
/// Returns the currently equipped leggings; empty item if none
virtual cItem GetEquippedLeggings(void) const { return cItem(); }
/// Returns the currently equipped boots; empty item if none
virtual cItem GetEquippedBoots(void) const { return cItem(); }
/// Called when the health drops below zero. a_Killer may be NULL (environmental damage)
virtual void KilledBy(cEntity * a_Killer);
/// Called when the entity kills another entity
virtual void Killed(cEntity * a_Victim) {}
/// Heals the specified amount of HPs
void Heal(int a_HitPoints);
/// Returns the health of this entity
int GetHealth(void) const { return m_Health; }
/// Sets the health of this entity; doesn't broadcast any hurt animation
void SetHealth(int a_Health);
// tolua_end
virtual void Tick(float a_Dt, cChunk & a_Chunk);
/// Handles the physics of the entity - updates position based on speed, updates speed based on environment
virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk);
/// Updates the state related to this entity being on fire
virtual void TickBurning(cChunk & a_Chunk);
/** Detects the time for application of cacti damage */
virtual void DetectCacti(void);
/// Handles when the entity is in the void
virtual void TickInVoid(cChunk & a_Chunk);
/// Called when the entity starts burning
virtual void OnStartedBurning(void);
/// Called when the entity finishes burning
virtual void OnFinishedBurning(void);
// tolua_begin
/// Sets the maximum value for the health
void SetMaxHealth(int a_MaxHealth);
int GetMaxHealth(void) const { return m_MaxHealth; }
/// Sets whether the entity is fireproof
void SetIsFireproof(bool a_IsFireproof);
bool IsFireproof(void) const { return m_IsFireproof; }
/// Puts the entity on fire for the specified amount of ticks
void StartBurning(int a_TicksLeftBurning);
/// Stops the entity from burning, resets all burning timers
void StopBurning(void);
// tolua_end
/** 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()
*/
virtual void SpawnOn(cClientHandle & a_Client) = 0;
// tolua_begin
/// Teleports to the entity specified
virtual void TeleportToEntity(cEntity & a_Entity);
/// Teleports to the coordinates specified
virtual void TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ);
// tolua_end
/// Updates clients of changes in the entity.
virtual void BroadcastMovementUpdate(const cClientHandle * a_Exclude = NULL);
/// Attaches to the specified entity; detaches from any previous one first
void AttachTo(cEntity * a_AttachTo);
/// Detaches from the currently attached entity, if any
virtual void Detach(void);
/// Makes sure head yaw is not over the specified range.
void WrapHeadYaw();
/// Makes sure rotation is not over the specified range.
void WrapRotation();
/// Makes speed is not over 20. Max speed is 20 blocks / second
void WrapSpeed();
// tolua_begin
// COMMON metadata flags; descendants may override the defaults:
virtual bool IsOnFire (void) const {return (m_TicksLeftBurning > 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; }
virtual bool IsInvisible(void) const { return false; }
/** Returns whether the player is swimming or not */
virtual bool IsSwimming(void) const{ return m_IsSwimming; }
/** Return whether the player is under water or not */
virtual bool IsSubmerged(void) const{ return m_IsSubmerged; }
/** Gets remaining air of a monster */
int GetAirLevel(void) const { return m_AirLevel; }
/** Gets the invulnerable ticks from the entity */
int GetInvulnerableTicks(void) const { return m_InvulnerableTicks; }
/** Set the invulnerable ticks from the entity */
void SetInvulnerableTicks(int a_InvulnerableTicks) { m_InvulnerableTicks = a_InvulnerableTicks; }
// tolua_end
/// Called when the specified player right-clicks this entity
virtual void OnRightClicked(cPlayer &) {};
/// 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().
virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL)
{
UNUSED(a_Drops);
UNUSED(a_Killer);
}
/** Sets the internal world pointer to a new cWorld, doesn't update anything else. */
void SetWorld(cWorld * a_World) { m_World = a_World; }
protected:
static cCriticalSection m_CSCount;
static int m_EntityCount;
/** Measured in meter/second (m/s) */
Vector3d m_Speed;
int m_UniqueID;
int m_Health;
int m_MaxHealth;
/// The entity to which this entity is attached (vehicle), NULL if none
cEntity * m_AttachedTo;
/// The entity which is attached to this entity (rider), NULL if none
cEntity * m_Attachee;
/** Stores whether head yaw has been set manually */
bool m_bDirtyHead;
/** Stores whether our yaw/pitch/roll (body orientation) has been set manually */
bool m_bDirtyOrientation;
/** Stores whether we have sent a Velocity packet with a speed of zero (no speed) to the client
Ensures that said packet is sent only once */
bool m_bHasSentNoSpeed;
/** Stores if the entity is on the ground */
bool m_bOnGround;
/** Stores gravity that is applied to an entity every tick
For realistic effects, this should be negative. For spaaaaaaace, this can be zero or even positive */
float m_Gravity;
/** Last position sent to client via the Relative Move or Teleport packets (not Velocity)
Only updated if cEntity::BroadcastMovementUpdate() is called! */
Vector3d m_LastPos;
/** True when entity is initialised (Initialize()) and false when destroyed pending deletion (Destroy()) */
bool m_IsInitialized;
eEntityType m_EntityType;
cWorld * m_World;
/// Whether the entity is capable of taking fire or lava damage.
bool m_IsFireproof;
/// Time, in ticks, since the last damage dealt by being on fire. Valid only if on fire (IsOnFire())
int m_TicksSinceLastBurnDamage;
/// Time, in ticks, since the last damage dealt by standing in lava. Reset to zero when moving out of lava.
int m_TicksSinceLastLavaDamage;
/// Time, in ticks, since the last damage dealt by standing in fire. Reset to zero when moving out of fire.
int m_TicksSinceLastFireDamage;
/// Time, in ticks, until the entity extinguishes its fire
int m_TicksLeftBurning;
/// Time, in ticks, since the last damage dealt by the void. Reset to zero when moving out of the void.
int m_TicksSinceLastVoidDamage;
/** Does the actual speed-setting. The default implementation just sets the member variable value;
overrides can provide further processing, such as forcing players to move at the given speed. */
virtual void DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ);
virtual void Destroyed(void) {} // Called after the entity has been destroyed
/** Called in each tick to handle air-related processing i.e. drowning */
virtual void HandleAir(void);
/** Called once per tick to set IsSwimming and IsSubmerged */
virtual void SetSwimState(cChunk & a_Chunk);
/** If an entity is currently swimming in or submerged under water */
bool m_IsSwimming, m_IsSubmerged;
/** Air level of a mobile */
int m_AirLevel;
int m_AirTickTimer;
private:
/** Measured in degrees, [-180, +180) */
double m_HeadYaw;
/** Measured in degrees, [-180, +180) */
Vector3d m_Rot;
/** Position of the entity's XZ center and Y bottom */
Vector3d m_Pos;
/** Measured in meter / second */
Vector3d m_WaterSpeed;
/** Measured in Kilograms (Kg) */
double m_Mass;
/** Width of the entity, in the XZ plane. Since entities are represented as cylinders, this is more of a diameter. */
double m_Width;
/** Height of the entity (Y axis) */
double m_Height;
/** If a player hit a entity, the entity receive a invulnerable of 10 ticks.
While this ticks, a player can't hit this entity. */
int m_InvulnerableTicks;
} ; // tolua_export
typedef std::list<cEntity *> cEntityList;