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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 <vector>
namespace core
{
namespace entity
{
/// 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};
}
/// The base world entity. All gameworld entities must derive from this class.
class Entity
{
public:
/// create a new entity and add it to the registry
Entity(unsigned int entity_flags = 0);
virtual ~Entity();
/// core type id
virtual inline unsigned int core_type() { return entity::Default; }
/// unique instance identifier, automaticly set
unsigned int id;
/// core shape id
entity::Shape core_shape;
/// core color
math::Color core_color;
/// core radius, in game units
float core_radius;
/// the entities label
std::string label;
/// custom game type id of this entity
unsigned int type;
/// flags
/// @see core::entity::Flags
unsigned int flags;
/* updateable by game */
/// location of the entity
math::Vector3f location;
/// direction the entity is facing, in degrees
/// A direction of 0 degrees means the entity is looking
/// along the positive X-axis.
float direction;
};
/// an entity that can move around in the game world
class EntityDynamic : public Entity
{
public:
EntityDynamic(unsigned int entity_flags = 0);
virtual ~EntityDynamic();
/// core type id
virtual inline unsigned int core_type() { return entity::Dynamic; }
/* updateable by game */
/// current speed of the entity in game units per second
float speed;
};
/// an entity that can be controlled by a player
class EntityControlable : public EntityDynamic
{
public:
EntityControlable(unsigned int entity_flags = 0);
virtual ~EntityControlable();
/// core type id
virtual inline unsigned int core_type() { return entity::Controlable; }
/// runs one game frame for the entity, to be implemented by game
virtual void frame(float seconds) = 0;
/* updateable by game */
/// owner of this controllable entity
Player *owner;
/* updatable by client */
/// the direction the client wants to travel the entity to
/// @see direction
float target_direction;
/// engine thrust as set by the client, 0.0f - 1.0f
float target_thrust;
};
namespace entity
{
/// the entity registry
extern std::vector<Entity*> registry;
/// add an entity to the registry
void add(Entity *ent);
/// remove one entity from the registry
void remove(unsigned int entity_id);
/// clear the entity registry
void clear();
/// list the entity registry
void list();
/// run a game frame on each entity in the registry
void frame(float seconds);
}
}
#endif // __INCLUDED_CORE_ENTITY_H__
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