1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
|
/*
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
/**
* entities with the Static flag set will not get client-side interpolation
*/
enum Flags {Static=1, Solid=2, Bright=4};
/// 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};
/// 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 model name
inline std::string const & modelname() { return entity_modelname; }
/// 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; }
/// 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; }
/*----- 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 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(std::string const &label);
/// set the name
void set_name(char const *name);
/// set the name
void set_name(std::string const &name);
/// 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;
std::string entity_modelname;
model::Model *entity_model;
Shape entity_shape;
math::Color entity_color;
math::Color entity_color_second;
unsigned int entity_moduletypeid;
unsigned int entity_flags;
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_serverside;
std::string entity_name;
std::string entity_label;
private:
// add an entity to the registry
static void add(Entity *ent);
// the id is set by add()
unsigned int entity_id;
// the entity registry
static Registry entity_registry;
static size_t entity_nextid;
};
/// 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__
|