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-rw-r--r--src/Entities/Entity.h76
1 files changed, 53 insertions, 23 deletions
diff --git a/src/Entities/Entity.h b/src/Entities/Entity.h
index e41f74b09..86efc5a98 100644
--- a/src/Entities/Entity.h
+++ b/src/Entities/Entity.h
@@ -32,6 +32,8 @@
#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; }
+
@@ -88,23 +90,42 @@ public:
} ;
// tolua_end
-
- enum
+
+ enum eEntityStatus
{
- 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,
- ENTITY_STATUS_GOLEM_ROSING = 11,
- ENTITY_STATUS_VILLAGER_HEARTS = 12,
- ENTITY_STATUS_VILLAGER_ANGRY = 13,
- ENTITY_STATUS_VILLAGER_HAPPY = 14,
- ENTITY_STATUS_WITCH_MAGICKING = 15,
+ // 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
- ENTITY_STATUS_FIREWORK_EXPLODE= 17,
+
+ // Informs client to explode a firework based on its metadata
+ esFireworkExploding = 17,
} ;
enum
@@ -118,7 +139,8 @@ public:
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
+ 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);
@@ -159,7 +181,7 @@ public:
cWorld * GetWorld(void) const { return m_World; }
- double GetHeadYaw (void) const { return m_HeadYaw; }
+ 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; }
@@ -167,9 +189,9 @@ public:
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; }
- double GetPitch (void) const { return m_Rot.y; }
- double GetRoll (void) const { return m_Rot.z; }
+ 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; }
@@ -189,9 +211,9 @@ public:
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);
- void SetPitch (double a_Pitch);
- void SetRoll (double a_Roll);
+ 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)
void SetSpeed (double a_SpeedX, double a_SpeedY, double a_SpeedZ);
void SetSpeed (const Vector3d & a_Speed) { SetSpeed(a_Speed.x, a_Speed.y, a_Speed.z); }
void SetSpeedX (double a_SpeedX);
@@ -307,6 +329,11 @@ public:
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);
@@ -413,6 +440,9 @@ protected:
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;