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-rw-r--r--source/Entities/Entity.h445
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diff --git a/source/Entities/Entity.h b/source/Entities/Entity.h
deleted file mode 100644
index dafda7826..000000000
--- a/source/Entities/Entity.h
+++ /dev/null
@@ -1,445 +0,0 @@
-
-#pragma once
-
-#include "../Item.h"
-#include "../Vector3d.h"
-#include "../Vector3f.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(); \
- }
-
-
-
-
-
-class cWorld;
-class cReferenceManager;
-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
- etPlayer,
- etPickup,
- etMonster,
- etFallingBlock,
- etMinecart,
- etBoat,
- etTNT,
- etProjectile,
-
- // Common variations
- etMob = etMonster, // DEPRECATED, use etMonster instead!
- } ;
-
- // tolua_end
-
- 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,
- 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,
- // It seems 16 (zombie conversion) is now done with metadata
- ENTITY_STATUS_FIREWORK_EXPLODE= 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
- } ;
-
- 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)
- virtual bool Initialize(cWorld * a_World);
-
- // tolua_begin
-
- 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 == 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); }
-
- /// 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; }
- 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; }
- double GetRotation (void) const { return m_Rot.x; } // OBSOLETE, use GetYaw() instead
- double GetYaw (void) const { return m_Rot.x; }
- double GetPitch (void) const { return m_Rot.y; }
- double GetRoll (void) const { return m_Rot.z; }
- 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);
- void SetRotation(double a_Rotation) { SetYaw(a_Rotation); } // OBSOLETE, use SetYaw() instead
- void SetYaw (double a_Yaw);
- void SetPitch (double a_Pitch);
- void SetRoll (double a_Roll);
- 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);
- void SetSpeedY (double a_SpeedY);
- 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);
-
- 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 SetRotationFromSpeed(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
- virtual void 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 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);
-
- /// 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);
-
- /// 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; }
-
- /// 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
- 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; }
-
- // 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) {}
-
-protected:
- static cCriticalSection m_CSCount;
- static int m_EntityCount;
-
- 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;
-
- cReferenceManager* m_Referencers;
- cReferenceManager* m_References;
-
- // Flags that signal that we haven't updated the clients with the latest.
- bool m_bDirtyHead;
- bool m_bDirtyOrientation;
- bool m_bDirtyPosition;
- bool m_bDirtySpeed;
-
- bool m_bOnGround;
- float m_Gravity;
-
- // Last Position.
- double m_LastPosX, m_LastPosY, m_LastPosZ;
-
- // This variables keep track of the last time a packet was sent
- Int64 m_TimeLastTeleportPacket,m_TimeLastMoveReltPacket,m_TimeLastSpeedPacket; // In ticks
-
- bool m_IsInitialized; // Is set to true when it's initialized, until it's destroyed (Initialize() till Destroy() )
-
- eEntityType m_EntityType;
-
- cWorld * m_World;
-
- /// 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;
-
- virtual void Destroyed(void) {} // Called after the entity has been destroyed
-
- void SetWorld(cWorld * a_World) { m_World = a_World; }
-
- friend class cReferenceManager;
- void AddReference( cEntity*& a_EntityPtr );
- void ReferencedBy( cEntity*& a_EntityPtr );
- void Dereference( cEntity*& a_EntityPtr );
-
-private:
- // Measured in degrees (MAX 360°)
- double m_HeadYaw;
- // Measured in meter/second (m/s)
- Vector3d m_Speed;
- // Measured in degrees (MAX 360°)
- 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;
-} ; // tolua_export
-
-typedef std::list<cEntity *> cEntityList;
-
-
-
-