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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/inventory.h"
#include "core/label.h"
#include "core/physics.h"
#include "core/player.h"
#include "core/slots.h"
#include "core/zone.h"
namespace core
{
/// The base world entity. All gameworld entities must derive from this class.
class Entity : public Label
{
friend class Extension;
public:
/**
* @brief entity flags
* NonSolid will exclude the entity from the bullet physics world
* Bright is used by EntityGlobe, where a bright sphere is a light source
* Dockable means the entity can be docked by a player
* ShowOnMap will make the entity appear on the map
* KeepAlive is used by EntityDynamic and marks the entity as deletable in the keepalive run
* */
enum Flags { NonSolid = 2, Bright = 4, Dockable = 8, ShowOnMap = 16, KeepAlive = 32 };
/// Entity type constants
enum Type { Default = 0, Dynamic = 1, Controlable = 2, Globe = 3, Projectile = 4 };
/// 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;
/// type definition for entity bullet shapes collection
typedef std::list<btCollisionShape *> CollisionShapes;
/// create a new entity and add it to the registry
Entity();
/// create an entity from stream data
Entity(std::istream & is);
/// destroy an entity
virtual ~Entity();
/**
* @brief print information about the entity
* */
virtual void print() const;
/**
* @brief print information header
* */
virtual void print_header() const;
/**
* @brief print inventory if available
* */
virtual void print_inventory() const;
/*----- inspectors ------------------------------------------------ */
/// entity id
inline const unsigned int id() const {
return entity_id;
}
/// module type id
inline const unsigned int moduletype() const {
return entity_moduletypeid;
}
/// core type id
virtual inline const unsigned int type() const {
return Default;
}
/// entity flags
inline const unsigned int flags() const {
return entity_flags;
}
/// returns true of a flag is set
inline const bool has_flag(const Flags flag) const {
return ((entity_flags & (unsigned int)flag) == (unsigned int)flag);
}
/// pointer to the model, is used client-side
inline model::Model * model() const {
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 const math::Vector3f& location() const {
return entity_location;
}
/// local coordinate system of the entity
inline const math::Axis& axis() const {
return entity_axis;
}
/// primary color of the entity
inline const math::Color& color() const {
return entity_color;
}
/// secondary
inline const math::Color& color_second() const {
return entity_color_second;
}
/// base shape of the entity
inline const Shape shape() const {
return entity_shape;
}
/// base radius of the entity
inline const float radius() const {
return entity_radius;
}
/**
* @brief current speed of the entity in game units per second
* For a normal entity, speed is always 0. Use the EntityDynamic
* and EntityControlable classes to create moving entities
*/
inline const float speed() const {
return entity_speed;
}
/// physics body
inline btRigidBody *body() {
return entity_body;
}
/// physics collision shape
inline btCollisionShape *collision_shape() {
return entity_collision_shape;
}
/**
* @brief physics collision child shapes
* if the collision_shape is not a btcompoundShape,
* this set will be empty
**/
inline CollisionShapes & collision_child_shapes() {
return entity_collision_child_shapes;
}
/// indicates a server-side entity
inline const bool serverside() const {
return entity_serverside;
}
/// general visibility
inline const bool visible() const {
return entity_visible;
}
/// entity inventory
inline Inventory *inventory() const {
return entity_inventory;
}
/// entity weapon slots
inline Slots *slots() const {
return entity_slots;
}
/// entity information record
inline const Info *info() const {
return entity_info;
}
/// entity menus
inline Menus &menus() {
return entity_menus;
}
/// extensions
inline Extension *extension(size_t type) const {
return entity_extension[type];
}
/// find a menu
MenuDescription *find_menu(const std::string &label);
/// true if the entity is to be deleted
inline bool destroyed() const {
return entity_destroyed;
}
/// time when the entity was last alive
inline unsigned long keepalive() const {
return entity_keepalive;
}
/* ---- mutators -------------------------------------------------- */
/// assign shape
inline void set_shape(Shape shape) {
entity_shape = shape;
}
/// 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);
}
/**
* @brief set dirty flag
* setting the dirty flag will cause the server to broadcast changes
* to the clients.
*/
inline void set_dirty(const bool dirty = true) {
entity_dirty = dirty;
}
/**
* @brief mark the entity as destroyed
* die() should be called by the game module when it needs to destroy an entity,
* the game server will broadcast the delete event to the clients.
* The game module should not delete an entity directly.
*/
virtual void die();
/**
* @brief runs one game frame for the entity
* The default implementation does nothing
* @param elapsed elepased time since previous frame, in milliseconds
*/
virtual void frame(const unsigned long elapsed);
/**
* @brief runs one upkeep frame for the entity
* The upkeep frame will be executed by the engine if the entity has the KeepAlive flag set
* and the keepalive timeout has been elapsed.
* The default implementation does nothing
* @param timestamp game timestamp for the current upkeep frame
*/
virtual void upkeep(const unsigned long timestamp);
/**
* @brief 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 visibility
inline void set_visible(const bool visible = true) {
entity_visible = visible;
}
/// set as server-side entity
inline void set_serverside(const bool serverside = true) {
entity_serverside = serverside;
}
/// set the model name and load the model
void set_modelname(const std:: string &model);
/// set the model
void set_model(model::Model *model);
/// set entity radius
inline void set_radius(const float radius) {
entity_radius = radius;
}
/// set location
inline void set_location(const math::Vector3f &location) {
entity_location.assign(location);
}
/// set location
inline void set_axis(const math::Axis &axis) {
entity_axis.assign(axis);
}
/**
* @brief set flag
* */
inline void set_flag(Flags flag) {
entity_flags |= (unsigned int) flag;
}
/**
* @brief unset flag
* */
inline void unset_flag(Flags flag)
{
entity_flags &= ~((unsigned int) flag);
}
/**
* @brief set flags
* */
inline void set_flags(unsigned int flags)
{
entity_flags = flags;
}
/**
* @brief add an inventory to this entity
* If this entity already has an inventory,
* the current inventory will be return
* */
Inventory *add_inventory();
/**
* @brief add equipment slots to this entity
* If this entity already has slots,
* the current slots will be returned.
* */
Slots *add_slots();
/**
* @brief set the information record for this entity
* */
void set_info(const Info *info);
/**
* @brief set the timestamp when the entity was last alive
* */
void set_keepalive(unsigned long timestamp) {
entity_keepalive = timestamp;
}
/* ---- actors ---------------------------------------------------- */
/**
* @brief reset the physics state
*/
virtual void reset();
/// 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();
/**
* @brief mutable reference to the location
*/
inline math::Vector3f& get_location() {
return entity_location;
}
/**
* @brief mutable reference to the axis
*/
inline math::Axis& get_axis() {
return entity_axis;
}
/**
* @brief mutable reference to the primary color
*/
inline math::Color& get_color() {
return entity_color;
}
/**
* @brief mutable reference to the secondary color
*/
inline math::Color& get_color_second() {
return entity_color_second;
}
/* ---- deserializers -------------------------------------- */
/// 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);
/* ---- 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;
/* ---- static --------------------------------------------- */
/// default infotype for entities
static inline const InfoType *infotype() {
return entity_infotype;
}
/// set the default infotype for entities
static inline void set_infotype(const InfoType *infotype) {
entity_infotype = infotype;
}
/// 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);
/// print the list header
static void list_header();
/// list the entity registry
static void list(const Entity *entity);
/// list the entity registry
static void list();
/// clear the entity registry
static void clear();
/// the entity registry
static inline Registry & registry() {
return entity_registry;
}
/* entity_ variables can be set by the module */
unsigned int entity_moduletypeid;
bool entity_created;
bool entity_destroyed;
/// timestamp when entity data was received from the server
float entity_servertimestamp;
protected:
btRigidBody *entity_body;
btRigidBody::btRigidBodyConstructionInfo *entity_body_info;
// the main bullet collision shape for this entity
btCollisionShape *entity_collision_shape;
// bullet collision child shapes for this entity,
CollisionShapes entity_collision_child_shapes;
// the zone the entity belongs to
Zone* entity_zone;
// the previous zone the entity belonged too
Zone* entity_oldzone;
float entity_speed;
private:
unsigned int entity_id;
unsigned int entity_flags;
bool entity_dirty;
bool entity_visible;
bool entity_serverside;
math::Vector3f entity_location;
math::Axis entity_axis;
float entity_radius;
Shape entity_shape;
math::Color entity_color;
math::Color entity_color_second;
std::string entity_modelname;
model::Model* entity_model;
Menus entity_menus;
Inventory* entity_inventory;
Slots* entity_slots;
const Info* entity_info;
Extension* entity_extension[4];
unsigned long entity_keepalive;
static Registry entity_registry;
static size_t entity_nextid;
static void add(Entity *ent);
static const InfoType *entity_infotype;
};
/// an entity that can move around in the game world
class EntityDynamic : public Entity
{
public:
/// create a dynamic entity
EntityDynamic();
/// 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;
}
/// mass of the entity
inline const float mass() const {
return entity_mass;
}
/// event state timer
inline const float timer() const {
return entity_timer;
}
/// physics motion info
inline btMotionState *motionstate() {
return entity_motionstate;
}
/*----- mutators -------------------------------------------------- */
/// mass of the entity
inline void set_mass(const float mass) {
entity_mass = mass;
}
/// current speed of the entity in game units per second
inline void set_speed(const float speed) {
entity_speed = speed;
}
/*----- 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);
/**
* @brief runs one game frame for the entity
* The default implementation will update the position() of the entity,
* determined by its speed() and axis()
* @param elapsed elepased time since previous frame, in milliseconds
*/
virtual void frame(const unsigned long elapsed);
/**
* @brief reset the physics state
*/
virtual void reset();
/**
* @brief physics collision callback
* This funcion is called by the physics engine if the entity collides with another entity.
* It can be implemented by game child classes to provide collision effects and feedback.
* If the collision happens between two EntityDynamic instances (or subclasses thereof)
* the method will be called on each collision partner.
* Warning: this can be called multiple times for a single collision
* */
virtual void collision(Entity *other);
/**
* @brief weapon hit callback
* This method is called by the core-engine if the entity is hit by a weapon.
* */
virtual void hit(Entity *other);
protected:
float entity_mass;
float entity_timer;
int entity_state;
btMotionState *entity_motionstate;
};
/// an entity that can be controlled by a player
class EntityControlable : public EntityDynamic
{
friend class Player;
public:
/// control flags
enum ControlFlags {ControlFlagNone = 0, ControlFlagFire = 1, ControlFlagAutoPilot = 2, ControlFlagAutoDock = 4, ControlFlagAutoLevel = 8 };
/// bullet action interface class
class ActionInterface: public btActionInterface {
public:
ActionInterface(EntityControlable *entity);
virtual ~ActionInterface();
virtual void updateAction( btCollisionWorld* collisionWorld, btScalar deltaTimeStep);
virtual void debugDraw(btIDebugDraw* debugDrawer);
private:
EntityControlable *actioninterface_entity;
};
/// server-side constructor, create a controlable entity
EntityControlable();
/// 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;
}
/// control flags
inline int controlflags() const {
return entity_controlflags;
}
/// returns true if the specified control flag is set
inline bool has_controlflag(ControlFlags controlflag) const {
return ((controlflag & entity_controlflags) == controlflag);
}
/// physics action
inline ActionInterface *actioninterface() {
return entity_actioninterface;
}
/**
* @brief current health, 0 - 100
* */
inline const float health() const
{
return entity_health;
}
/*----- 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 -------------------------------------------------- */
/// set the target thrust
void set_target_thrust(float thrust);
/// set the target direction
void set_target_direction(float direction);
/// set the target pitch
void set_target_pitch(float pitch);
/// set target roll
void set_target_roll(float roll);
/// set target strafe
void set_target_strafe(float strafe);
/// set target vertical strafe
void set_target_vstrafe(float vstrafe);
/// set target afterburner/reverse
void set_target_afterburner(float afterburner);
/// set target aim
void set_target_aim(const math::Vector3f &aim);
/// set target controlflags
void set_target_controlflags(int controlflags);
/// set target control flags
void set_target_controlflag(const ControlFlags controlflag);
/// unset target control flag
void unset_target_controlflag(const ControlFlags controlflag);
/**
* @brief 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);
/**
* @brief reset the physics state
*/
virtual void reset();
/// 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 player who owns this entity
void set_owner(Player *owner);
/// set thrust
void set_thrust(float thrust);
/**
* @brief 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.
* @param elapsed elepased time since previous frame, in milliseconds
*/
virtual void frame(const unsigned long elapsed);
protected:
/// physics action interface callback
virtual void action (btScalar seconds);
/// current control flags
int entity_controlflags;
/// current thrust
float entity_thrust;
/// current health
float entity_health;
/* target_ variables can be set by the client */
/**
* @brief target thrust as set by the client
*/
float target_thrust;
/**
* @brief target direction as set by the client
* target_direction must be in the [-1, 1] range
*/
float target_direction;
/**
* @brief target pitch as set by the client
* target_pitch must be in the [-1, 1] range
*/
float target_pitch;
/**
* @brief 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 target_vstrafe;
math::Vector3f target_aim;
int target_controlflags;
ActionInterface *entity_actioninterface;
private:
/// owner of the entity
Player *entity_owner;
};
} // namespace core
#endif // __INCLUDED_CORE_ENTITY_H__
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