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#pragma once
#include "Vector3d.h"
#include "Vector3f.h"
#define CLASS_PROT_ISA() virtual bool IsA( const char* a_EntityType );
#define CLASS_PROT_GETCLASS() virtual const char* GetClass();
/* Can't use this (yet) because of tolua */
#define CLASS_PROTOTYPE() \
CLASS_PROT_ISA(); \
CLASS_PROT_GETCLASS();
#define CLASS_DEF_ISA( classname, superclass ) \
bool classname::IsA( const char* a_EntityType ) \
{ \
if( strcmp( a_EntityType, #classname ) == 0 ) return true; \
return superclass::IsA( a_EntityType ); \
}
#define CLASS_DEF_GETCLASS( classname ) \
const char* classname::GetClass() \
{ \
return #classname; \
}
#define CLASS_DEFINITION( classname, superclass ) \
CLASS_DEF_ISA( classname, superclass ) \
CLASS_DEF_GETCLASS( classname )
class cWorld;
class cReferenceManager;
class cClientHandle;
class cPacket;
class cEntity //tolua_export
{ //tolua_export
public: //tolua_export
cEntity(const double & a_X, const double & a_Y, const double & a_Z); //tolua_export
virtual ~cEntity(); //tolua_export
virtual void Initialize( cWorld* a_World ); //tolua_export
enum eEntityType //tolua_export
{ //tolua_export
eEntityType_Entity, //tolua_export
eEntityType_Player, //tolua_export
eEntityType_Pickup //tolua_export
}; //tolua_export
virtual unsigned int GetEntityType() { return m_EntityType; } //tolua_export
virtual bool IsA( const char* a_EntityType ); //tolua_export
virtual const char* GetClass(); //tolua_export
cWorld * GetWorld(void) const { return m_World; } //tolua_export
const Vector3d & GetPosition(void) const {return m_Pos; } //tolua_export
const double & GetPosX (void) const {return m_Pos.x; } //tolua_export
const double & GetPosY (void) const {return m_Pos.y; } //tolua_export
const double & GetPosZ (void) const {return m_Pos.z; } //tolua_export
const Vector3f & GetRot (void) const {return m_Rot; } //tolua_export
float GetRotation(void) const {return m_Rot.x; } //tolua_export
float GetPitch (void) const {return m_Rot.y; } //tolua_export
float GetRoll (void) const {return m_Rot.z; } //tolua_export
Vector3f GetLookVector(); //tolua_export
int GetChunkX(void) const {return m_ChunkX; }
int GetChunkY(void) const {return m_ChunkY; }
int GetChunkZ(void) const {return m_ChunkZ; }
void SetPosX( const double & a_PosX ); //tolua_export
void SetPosY( const double & a_PosY ); //tolua_export
void SetPosZ( const double & a_PosZ ); //tolua_export
void SetPosition( const double & a_PosX, const double & a_PosY, const double & a_PosZ );//tolua_export
void SetPosition( const Vector3d & a_Pos ); //tolua_export
void SetRot( const Vector3f & a_Rot ); //tolua_export
void SetRotation( float a_Rotation ); //tolua_export
void SetPitch( float a_Pitch ); //tolua_export
void SetRoll( float a_Roll ); //tolua_export
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
virtual cPacket * GetSpawnPacket(void) const {ASSERT(!"GetSpawnedPacket unimplemented!"); return NULL; }; // _X: Needs to be implemented due to Lua bindings
void SpawnOn (cClientHandle * a_Client); // tolua_export
void WrapRotation();
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;
}; //tolua_export
typedef std::list<cEntity *> cEntityList;
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