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/*
core/entity.h
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2.
*/
#ifndef __INCLUDED_CORE_ENTITY_H__
#define __INCLUDED_CORE_ENTITY_H__
namespace core
{
class EntityControlable;
}
#include "core/player.h"
#include "math/mathlib.h"
#include <string>
#include <map>
namespace core
{
/// The base world entity. All gameworld entities must derive from this class.
class Entity
{
public:
/// Entity flags
enum Flags {Static=1, Solid=2};
/// Entity type constants
enum Type {Default = 0, Dynamic = 1, Controlable = 2};
/// Entity shape constants
enum Shape {Diamond=0, Sphere=1, Cube=2};
/// create a new entity and add it to the registry
Entity(unsigned int flags = 0);
/// destroy an entity
virtual ~Entity();
/*----- inspectors ------------------------------------------------ */
/// entity id
inline unsigned int id() const { return entity_id; }
/// module type id
inline unsigned int moduletype() const { return entity_moduletypeid; }
/// core type id
virtual inline unsigned int type() { return Default; }
/// entity flags
inline unsigned int flags() const { return entity_flags; }
/// entity name
inline std::string const & name() { return entity_name; }
/// entity location
inline math::Vector3f const & location() const { return entity_location; }
/// direction the entity is facing, in degrees.
inline float direction() const { return entity_direction; }
/// base color of the entity
inline math::Color const & color() const { return entity_color; }
/// base shape of the entity
inline Shape shape() const { return entity_shape; }
/// base radius of the entity
inline float radius() const { return entity_radius; }
/*----- mutators -------------------------------------------------- */
/// runs one game frame for the entity
/**
* The default implementation does nothing
*/
virtual void frame(float seconds);
/*----- static ---------------------------------------------------- */
/// the entity registry
static std::map<unsigned int, Entity*> registry;
/// find an entity in the registry
static Entity *find(unsigned int id);
/// remove one entity from the registry and deletes it
static void remove(unsigned int entity_id);
/// list the entity registry
static void list();
/* entity_ variables can be set by the module */
float entity_radius;
std::string entity_name;
Shape entity_shape;
math::Vector3f entity_location;
math::Color entity_color;
/*
* A direction of 0 degrees means the entity is looking
* along the positive X-axis. Positive angle is along the negative Z-axis.
*/
float entity_direction;
unsigned int entity_moduletypeid;
unsigned int entity_flags;
private:
/// add an entity to the registry
static void add(Entity *ent);
/// the id is set by add()
unsigned int entity_id;
};
/// an entity that can move around in the game world
class EntityDynamic : public Entity
{
public:
EntityDynamic(unsigned int flags = 0);
virtual ~EntityDynamic();
/*----- inspectors ------------------------------------------------ */
/// core type id
virtual inline unsigned int type() { return Entity::Dynamic; }
/// current speed of the entity in game units per second
inline float speed() const { return entity_speed; }
/*----- mutators -------------------------------------------------- */
/// runs one game frame for the entity
/**
* The default implementation will update the position() of the entity,
* determined by its speed() and direction()
*/
virtual void frame(float seconds);
/// speed of the entity
float entity_speed;
};
/// an entity that can be controlled by a player
class EntityControlable : public EntityDynamic
{
public:
/// create
EntityControlable(Player *player, unsigned int flags = 0);
virtual ~EntityControlable();
/*----- inspectors ------------------------------------------------ */
/// core type id
virtual inline unsigned int type() { return Entity::Controlable; }
/// owner of this entity
inline Player *owner() const { return entity_owner; }
/// thrust
inline float thrust() const { return entity_thrust; }
/*----- mutators -------------------------------------------------- */
/// set the target thrust
void set_thrust(float t);
/// set the target direction
void set_direction(float t);
/// runs one game frame for the entity
/**
* The default implementation will set direction() and thrust() to the desired targets
* and calls its parent frame() funcion.
*/
virtual void frame(float seconds);
/* entity_ variables can be set by the module */
/// owner of the entity
Player *entity_owner;
/// current thrust
float entity_thrust;
/* target_ variables can be set by the client */
/// target thrust as set by the client
float target_thrust;
/// target direction as set by the client
float target_direction;
};
}
#endif // __INCLUDED_CORE_ENTITY_H__
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