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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 <list>

#include "model/model.h"
#include "math/axis.h"
#include "math/mathlib.h"

namespace core
{

class Entity;
class EntityControlable;

}

#include "core/extension.h"
#include "core/descriptions.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
{
	friend class Extension;

public:
	/// Entity flags
	enum Flags {Static=1, Solid=2, Bright=4, Dockable=8, ShowOnMap=16};

	/// 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 State constants
	enum State {Normal=0, NoPower=1, ImpulseInitiate=2, Impulse=3, JumpInitiate=4, Jump=5, Docked=6, Destroyed=7};

	/// entity menus collection typedef
	typedef std::list<MenuDescription *> Menus;

	/// 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 const unsigned int type() const { return Default; }

	/// entity flags
	inline unsigned int flags() const { return entity_flags; }

	/// returns true of a flag is set
	inline bool flag_is_set(const Flags flag) const { return ((entity_flags & (unsigned int)flag) == (unsigned int)flag); }

	/// 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; }

	/// 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; }

	/// current speed of the entity in game units per second
	inline const float speed() const { return entity_speed; }

	/// indicates a server-side entity
	inline bool serverside() const { return entity_serverside; }

	/// general visibility
	inline bool visible() const { return entity_visible; }

	/// entity menus
	inline Menus &menus() { return entity_menus; }

	/// extensions
	inline Extension *extension(size_t type) { return entity_extension[type]; }

	/// find a menu
	MenuDescription *find_menu(std::string const &label);

	/// assign entity color
	inline void set_color(const math::Color &color) { entity_color.assign(color); }

	/// assign entity secondary color
 	inline void set_color_second(const math::Color &color) { entity_color_second.assign(color); }

/*----- 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);

	/// called when the entity received a docking request
	virtual void dock(core::Entity *entity);

	/// 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);

	/// add an entity menu
	void add_menu(MenuDescription *menu);

	/// remove an entity menu
	void remove_menu(std::string const &label);

	/// 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;

	/// speed of the entity
	float			entity_speed;	


	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;

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;

	Menus			entity_menus;

	Extension*		entity_extension[4];

 	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 const unsigned int type() const { return Entity::Dynamic; }

	/// event state
	inline const int state() const { return entity_state; }

	/// event state timer
	inline const 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_state(int state);

	/// 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);

protected:
	float			entity_timer;
	int			entity_state;

};

/// 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 const 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);

	virtual ~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 const 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__