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-rw-r--r--src/Entities/Entity.h196
1 files changed, 100 insertions, 96 deletions
diff --git a/src/Entities/Entity.h b/src/Entities/Entity.h
index 451ac3711..af545fe4a 100644
--- a/src/Entities/Entity.h
+++ b/src/Entities/Entity.h
@@ -32,7 +32,7 @@
#define POSZ_TOINT FloorC(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; }
+#define GET_AND_VERIFY_CURRENT_CHUNK(ChunkVarName, X, Z) cChunk * ChunkVarName = a_Chunk.GetNeighborChunk(X, Z); if ((ChunkVarName == nullptr) || !ChunkVarName->IsValid()) { return; }
@@ -84,13 +84,13 @@ public:
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
@@ -127,22 +127,22 @@ public:
// Informs client to explode a firework based on its metadata
esFireworkExploding = 17,
} ;
-
+
static const int FIRE_TICKS_PER_DAMAGE = 10; ///< Ticks to wait between damaging an entity when it stands in fire
static const int FIRE_DAMAGE = 1; ///< Damage to deal when standing in fire
static const int LAVA_TICKS_PER_DAMAGE = 10; ///< Ticks to wait between damaging an entity when it stands in lava
static const int LAVA_DAMAGE = 5; ///< Damage to deal when standing in lava
static const int BURN_TICKS_PER_DAMAGE = 20; ///< Ticks to wait between damaging an entity when it is burning
static const int BURN_DAMAGE = 1; ///< Damage to deal when the entity is burning
-
+
static const int BURN_TICKS = 200; ///< Ticks to keep an entity burning after it has stood in lava / fire
-
+
static const int MAX_AIR_LEVEL = 300; ///< Maximum air an entity can have
static const int DROWNING_TICKS = 20; ///< Number of ticks per heart of damage
-
+
static const int VOID_BOUNDARY = -46; ///< Y position to begin applying void damage
static const int FALL_DAMAGE_HEIGHT = 4; ///< Y difference after which 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();
@@ -151,9 +151,9 @@ public:
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); }
@@ -168,16 +168,16 @@ public:
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 class name of this class */
static const char * GetClassStatic(void);
/** 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;
@@ -200,9 +200,9 @@ public:
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 static_cast<int>(floor(m_Pos.x / cChunkDef::Width)); }
- int GetChunkZ(void) const {return static_cast<int>(floor(m_Pos.z / cChunkDef::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);
@@ -219,21 +219,21 @@ public:
/** 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);
@@ -244,7 +244,7 @@ public:
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);
@@ -256,60 +256,60 @@ public:
/// 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)
+ /// Called when the health drops below zero. a_Killer may be nullptr (environmental damage)
virtual void KilledBy(TakeDamageInfo & a_TDI);
/// Called when the entity kills another entity
@@ -317,20 +317,20 @@ public:
/// Heals the specified amount of HPs
virtual 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);
@@ -341,34 +341,34 @@ public:
Returns true if MoveToWorld() was called, false if not
*/
virtual bool DetectPortal(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.
@@ -377,10 +377,10 @@ public:
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);
@@ -389,7 +389,7 @@ public:
/** Moves entity to specified world, taking a world name */
bool MoveToWorld(const AString & a_WorldName, bool a_ShouldSendRespawn = true);
-
+
// tolua_end
virtual bool DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn);
@@ -399,16 +399,16 @@ public:
/** Sets the world the entity will be leaving */
void SetWorldTravellingFrom(cWorld * a_World) { m_WorldTravellingFrom = a_World; }
-
+
/// Updates clients of changes in the entity.
- virtual void BroadcastMovementUpdate(const cClientHandle * a_Exclude = NULL);
-
+ virtual void BroadcastMovementUpdate(const cClientHandle * a_Exclude = nullptr);
+
/// 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();
@@ -417,9 +417,9 @@ public:
/// 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; }
@@ -437,20 +437,20 @@ public:
/** Gets number of ticks this entity has existed for */
long int GetTicksAlive(void) const { return m_TicksAlive; }
-
+
/** 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 & a_Player) {}
/// 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)
+ virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = nullptr)
{
UNUSED(a_Drops);
UNUSED(a_Killer);
@@ -462,38 +462,38 @@ public:
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
+
+ /// The entity to which this entity is attached (vehicle), nullptr if none
cEntity * m_AttachedTo;
-
- /// The entity which is attached to this entity (rider), NULL if none
+
+ /// The entity which is attached to this entity (rider), nullptr 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;
@@ -502,37 +502,37 @@ protected:
bool m_IsInitialized;
/** World entity is travelling from
- Set to a valid world pointer by MoveToWorld; reset to NULL when the entity is removed from the old world
+ Set to a valid world pointer by MoveToWorld; reset to nullptr when the entity is removed from the old world
Can't be a simple boolean as context switches between worlds may leave the new chunk processing (and therefore immediately removing) the entity before the old chunk could remove it
*/
cWorld * m_WorldTravellingFrom;
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
/** Applies friction to an entity
@@ -543,7 +543,7 @@ protected:
/** 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);
@@ -568,29 +568,29 @@ protected:
/** Portal delay timer and cooldown boolean data */
sPortalCooldownData m_PortalCooldownData;
-
+
/** The number of ticks this entity has been alive for */
long int m_TicksAlive;
-
+
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;
@@ -600,3 +600,7 @@ private:
} ; // tolua_export
typedef std::list<cEntity *> cEntityList;
+
+
+
+