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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__
#include <iostream>
#include <string>
#include <map>
#include "model/model.h"
#include "math/axis.h"
#include "math/mathlib.h"
namespace core
{
class Entity;
class EntityControlable;
}
#include "core/clientstate.h"
#include "core/player.h"
#include "core/zone.h"
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, Bright=4, Dockable=8};
/// Entity type constants
enum Type {Default=0, Dynamic=1, Controlable=2, Globe=3};
/// Entity shape constants
enum Shape {Diamond=0, Sphere=1, Cube=2, Axis=3};
/// EntityDynamic event state classes
enum Event {Normal=0, NoPower=1, ImpulseInitiate=2, Impulse=3, JumpInitiate=4, Jump=5, Docked=6};
/// create a new entity and add it to the registry
Entity(unsigned int flags = 0);
/// create an entity from stream data
Entity(std::istream & is);
/// 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() const { return Default; }
/// entity flags
inline unsigned int flags() const { return entity_flags; }
/// entity label (can not contain double quotes ")
inline std::string const & label() { return entity_label; }
/// entity name (can not contain double qoutes ")
inline std::string const & name() { return entity_name; }
/// entity client render state
inline ClientState * state() { return entity_clientstate; }
/// pointer to the model, is used client-side
inline model::Model * model() { return entity_model; }
/// modelname
inline const std::string & modelname() const { return entity_modelname; }
/// pointer to the zone the entity belongs to
inline Zone *zone() const { return entity_zone; }
/// the zone the entity left in case of a zone change
inline Zone *oldzone() const { return entity_oldzone; }
/// dirty flag
inline bool dirty() const { return entity_dirty; }
/// entity location
inline math::Vector3f & location() { return entity_location; }
/// local coordinate system of the entity
inline math::Axis & axis() { return entity_axis; }
/// primary color of the entity
inline math::Color const & color() const { return entity_color; }
/// secondary
inline math::Color const & color_second() const { return entity_color_second; }
/// base shape of the entity
inline Shape shape() const { return entity_shape; }
/// base radius of the entity
inline float radius() const { return entity_radius; }
/// indicates a server-side entity
inline bool serverside() const { return entity_serverside; }
/// general visibility
inline bool visible() const { return entity_visible; }
/*----- serializers ----------------------------------------------- */
/// serialize the entity to a stream
virtual void serialize_server_create(std::ostream & os) const;
/// serialize a client-to-server update on a stream
virtual void serialize_client_update(std::ostream & os) const;
/// serialize a server-to-client update on a stream
virtual void serialize_server_update(std::ostream & os) const;
/*----- mutators -------------------------------------------------- */
/// receive a client-to-server update from a stream
virtual void receive_client_update(std::istream &is);
/// receive a server-to-client create from a stream
virtual void receive_server_create(std::istream &is);
/// receive a server-to-client update from a stream
virtual void receive_server_update(std::istream &is);
/// mark the entity as destroyed
virtual void die();
/// runs one game frame for the entity
/**
* The default implementation does nothing
*/
virtual void frame(float seconds);
/// set dirty flag
inline void set_dirty() { entity_dirty = true; }
/// set the zone the entity is currently in
/**
* this fuction removes the entity from its previous zone
* and removes it to the new one, if it is not 0
*/
virtual void set_zone(Zone *zone);
/// set the label
void set_label(char const *label);
/// set the label
void set_label(const std::string &label);
/// set the name
void set_name(char const *name);
/// set the name
void set_name(const std::string &name);
/// set visibility
void set_visible(bool visible = true);
/// set the model name and load the model
void set_modelname(const std:: string &model);
/// set the model
void set_model(model::Model *model);
/// show the entity, make it visible
virtual void show();
/// hide the entity, make it invisible
virtual void hide();
/// set a flag
void set_flag(Flags flag);
/// unset a flag
void unset_flag(Flags flag);
/// clear all update flags
virtual void clear_updates();
/*----- static ---------------------------------------------------- */
/// type definition for the entity registry
typedef std::map<unsigned int, Entity*> Registry;
/// find an entity in the registry
static Entity *find(unsigned int id);
/// add an entity to the registry
static void add(Entity *ent, unsigned int it);
/// erase an entity from the registry and delete it
static void erase(unsigned int entity_id);
/// list the entity registry
static void list();
/// the entity registry
static inline Registry & registry() { return entity_registry; }
/* entity_ variables can be set by the module */
math::Vector3f entity_location;
math::Axis entity_axis;
float entity_radius;
Shape entity_shape;
math::Color entity_color;
math::Color entity_color_second;
unsigned int entity_moduletypeid;
bool entity_dirty;
bool entity_created;
bool entity_destroyed;
/// timestamp when entity data was received from the server
float entity_servertimestamp;
ClientState *entity_clientstate;
protected:
// the zone the entity belongs to
Zone *entity_zone;
// the previous zone the entity belonged too
Zone *entity_oldzone;
bool entity_visible;
bool entity_serverside;
private:
unsigned int entity_id;
unsigned int entity_flags;
std::string entity_name;
std::string entity_label;
model::Model *entity_model;
std::string entity_modelname;
static Registry entity_registry;
static size_t entity_nextid;
static void add(Entity *ent);
};
/// an entity that can move around in the game world
class EntityDynamic : public Entity
{
public:
/// create a dynamic entity
EntityDynamic(unsigned int flags = 0);
/// create a dynamic entity from stream data
EntityDynamic(std::istream & is);
virtual ~EntityDynamic();
/*----- inspectors ------------------------------------------------ */
/// core type id
virtual inline unsigned int type() const { return Entity::Dynamic; }
/// current speed of the entity in game units per second
inline float speed() const { return entity_speed; }
/// event state
inline unsigned int eventstate() const { return entity_eventstate; }
/// event state timer
inline float timer() const { return entity_timer; }
/*----- serializers ----------------------------------------------- */
/// serialize the entity to a stream
virtual void serialize_server_create(std::ostream & os) const;
/// serialize a client-to-server update on a stream
virtual void serialize_client_update(std::ostream & os) const ;
/// serialize a server-to-client update on a stream
virtual void serialize_server_update(std::ostream & os) const;
/*----- mutators -------------------------------------------------- */
/// receive a client-to-server update from a stream
virtual void receive_client_update(std::istream &is);
/// receive a server-to-client create from a stream
virtual void receive_server_create(std::istream &is);
/// receive a server-to-client update from a stream
virtual void receive_server_update(std::istream &is);
/// set event state
virtual void set_eventstate(Event eventstate);
/// runs one game frame for the entity
/**
* The default implementation will update the position() of the entity,
* determined by its speed() and axis()
*/
virtual void frame(float seconds);
/// speed of the entity
float entity_speed;
protected:
float entity_timer;
int entity_eventstate;
};
/// an entity that can be controlled by a player
class EntityControlable : public EntityDynamic
{
friend class Player;
public:
/// create a controlable entity
EntityControlable(Player *owner, unsigned int flags = 0);
/// create a controlable entity from stream data
EntityControlable(std::istream & is);
virtual ~EntityControlable();
/*----- inspectors ------------------------------------------------ */
/// core type id
virtual inline unsigned int type() const { return Entity::Controlable; }
/// owner of this entity
inline Player *owner() const { return entity_owner; }
/// thrust
inline float thrust() const { return entity_thrust; }
/// movement indicator
inline float movement() const { return entity_movement; }
/*----- serializers ----------------------------------------------- */
/// serialize the entity to a stream
virtual void serialize_server_create(std::ostream & os) const;
/// serialize a client-to-server update on a stream
virtual void serialize_client_update(std::ostream & os) const;
/// serialize a server-to-client update on a stream
virtual void serialize_server_update(std::ostream & os) const;
/*----- mutators -------------------------------------------------- */
/// receive a client-to-server update from a stream
virtual void receive_client_update(std::istream &is);
/// receive a server-to-client create from a stream
virtual void receive_server_create(std::istream &is);
/// receive a server-to-client update from a stream
virtual void receive_server_update(std::istream &is);
/// set the target thrust
void set_thrust(float thrust);
/// set the target direction
void set_direction(float direction);
/// set the target pitch
void set_pitch(float pitch);
/// set target roll
void set_roll(float roll);
/// set target strafe
void set_strafe(float strage);
/// set afterburner/reverse
void set_afterburner(float afterburner);
/// 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);
/// current thrust
float entity_thrust;
protected:
/* 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
/** target_direction must be in the [-1, 1] range
*/
float target_direction;
/// target pitch as set by the client
/** target_pitch must be in the [-1, 1] range
*/
float target_pitch;
/// target roll as set by the client
/** target_roll must be in the [-1, 1] range
*/
float target_roll;
float target_afterburner;
float target_strafe;
float entity_movement;
private:
// owner of the entity
Player *entity_owner;
};
/// a Globe entity
class EntityGlobe : public Entity
{
public:
EntityGlobe(unsigned int flags = 0);
EntityGlobe(std::istream & is);
~EntityGlobe();
/*----- inspectors ----------------------------------------------- */
/// texture name
inline const std::string &texture() const { return entity_texture; }
/// rotation speed in degrees per second
inline float rotationspeed() const { return entity_rotationspeed; }
/*----- serializers ----------------------------------------------- */
/// serialize the entity to a stream
virtual void serialize_server_create(std::ostream & os) const;
/// receive a server-to-client create from a stream
virtual void receive_server_create(std::istream &is);
/*----- inspectors ------------------------------------------------ */
/// core type id
virtual inline unsigned int type() const { return Entity::Globe; }
std::string entity_texture;
/// client side, texture id
unsigned int render_texture;
/// rotation speed in degrees/second;
float entity_rotationspeed;
};
}
#endif // __INCLUDED_CORE_ENTITY_H__
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