#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
{
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,
} ;
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
} ;
enum eEntityType
{
etEntity, // For all other types
etPlayer,
etPickup,
etMonster,
etMob = etMonster, // DEPRECATED, use etMonster instead!
etFallingBlock,
etMinecart,
etTNT,
// DEPRECATED older constants, left over for compatibility reasons (plugins)
eEntityType_Entity = etEntity,
eEntityType_Player = etPlayer,
eEntityType_Pickup = etPickup,
eEntityType_Mob = etMob,
} ;
// tolua_end
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 == etMob); }
bool IsMinecart(void) const { return (m_EntityType == etMinecart); }
bool IsTNT (void) const { return (m_EntityType == etTNT); }
/// 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; }
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);
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);
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);
// 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 nonte
virtual cItem GetEquippedHelmet(void) const { return cItem(); }
/// Returns the currently equipped chestplate; empty item if nonte
virtual cItem GetEquippedChestplate(void) const { return cItem(); }
/// Returns the currently equipped leggings; empty item if nonte
virtual cItem GetEquippedLeggings(void) const { return cItem(); }
/// Returns the currently equipped boots; empty item if nonte
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);
/// 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()
Needs to have a default implementation due to Lua bindings.
*/
virtual void SpawnOn(cClientHandle & a_Client) {ASSERT(!"SpawnOn() unimplemented!"); }
// 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
// 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; }
// 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;
// Measured in Kilograms (Kg)
double m_Mass;
// 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;
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;
/// 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;