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forked from 0ad/0ad
0ad/source/simulation/Entity.h
2005-05-10 07:13:25 +00:00

235 lines
7.2 KiB
C++
Executable File

// Entity.h
//
// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
//
// Entity class.
//
// Usage: Do not attempt to instantiate this class directly. (See EntityManager.h)
// Most of the members are trivially obvious; some highlights are:
//
// HEntity me: is a reference to this entity. See EntityHandles.h
//
// Destroying entities: An entity is destroyed when all references to it expire.
// It is somewhat unfunny if this happens while a method from this
// class is still executing. If you need to kill an entity,
// use CEntity::kill(). If kill() releases the final handle,
// the entity is placed in the reaper queue and is deleted immediately
// prior to its next update cycle.
//
// CUnit* m_actor: is the visible representation of this entity.
//
// snapToGround(): Called every frame, this will ensure the entity never takes flight.
// updateActorTransforms(): Must be called every time the position of this entity changes.
// Also remember to update the collision object if you alter the position directly.
//
#ifndef ENTITY_INCLUDED
#define ENTITY_INCLUDED
#include <deque>
#include "scripting/ScriptableComplex.h"
#include "Player.h"
#include "Vector2D.h"
#include "Vector3D.h"
#include "UnitManager.h"
#include "EntityOrders.h"
#include "EntityHandles.h"
#include "EntityMessage.h"
#include "EventHandlers.h"
#include "ScriptObject.h"
#include "ObjectEntry.h"
#include "EntitySupport.h"
class CBaseEntity;
class CBoundingObject;
class CUnit;
// TODO MT: Put this is /some/ sort of order...
class CEntity : public CJSComplex<CEntity>, public IEventTarget
{
friend class CEntityManager;
private:
// The player that owns this entity
CPlayer* m_player;
public:
// Intrinsic properties
CBaseEntity* m_base;
// The entity to switch to when this dies.
CStrW m_corpse;
// The class types this entity has
SClassSet m_classes;
float m_speed;
float m_turningRadius;
SEntityAction m_melee;
SEntityAction m_gather;
bool m_selected;
i32 m_grouped;
// If this unit has been removed from the gameworld but has still
// has references.
bool m_destroyed;
// If this unit is still active in the gameworld - i.e. not a corpse.
bool m_extant;
//-- Interpolated property
CVector3D m_position;
CVector3D m_position_previous;
CVector3D m_graphics_position;
CBoundingObject* m_bounds;
float m_targetorientation;
CVector2D m_ahead;
//-- Interpolated property
float m_orientation;
float m_orientation_previous;
float m_graphics_orientation;
//-- Scripts
// Get script execution contexts - always run in the context of the entity that fired it.
JSObject* GetScriptExecContext( IEventTarget* target ) { return( ((CEntity*)target)->GetScript() ); }
CScriptObject m_EventHandlers[EVENT_LAST];
CUnit* m_actor;
// State transition in the FSM (animations should be reset)
bool m_transition;
int m_lastState;
// Position in the current state's cycle
static const size_t NOT_IN_CYCLE = -1;
size_t m_fsm_cyclepos; // -cycle_length....cycle_length
CSkeletonAnim* m_fsm_animation; // the animation we're about to play this cycle,
size_t m_fsm_anipos; // the time at which we should start playing it.
size_t m_fsm_anipos2; // for when there are two animation-related events we need to take care of.
std::deque<CEntityOrder> m_orderQueue;
private:
CEntity( CBaseEntity* base, CVector3D position, float orientation );
uint processGotoHelper( CEntityOrder* current, size_t timestep_milli, HEntity& collide );
bool processContactAction( CEntityOrder* current, size_t timestep_millis, int transition, SEntityAction* action );
bool processContactActionNoPathing( CEntityOrder* current, size_t timestep_millis, CSkeletonAnim* animation, CScriptEvent* contactEvent, SEntityAction* action );
bool processAttackMelee( CEntityOrder* current, size_t timestep_milli );
bool processAttackMeleeNoPathing( CEntityOrder* current, size_t timestep_milli );
bool processGather( CEntityOrder* current, size_t timestep_milli );
bool processGatherNoPathing( CEntityOrder* current, size_t timestep_milli );
bool processGotoNoPathing( CEntityOrder* current, size_t timestep_milli );
bool processGoto( CEntityOrder* current, size_t timestep_milli );
bool processPatrol( CEntityOrder* current, size_t timestep_milli );
public:
~CEntity();
// Handle-to-self.
HEntity me;
// Updates gameplay information for the specified timestep
void update( size_t timestep_millis );
// Updates graphical information for a point between the last and current simulation frame; 0 < relativeoffset < 1.
void interpolate( float relativeoffset );
// Removes entity from the gameworld and deallocates it, but not necessarily immediately.
void kill();
// Process initialization
void Initialize();
// Process tick.
void Tick();
// Store the player associated with this entity
void SetPlayer(CPlayer *pPlayer);
// Retrieve the player associated with this entity
CPlayer* GetPlayer() { return m_player; }
// Process damage
void Damage( CDamageType& damage, CEntity* inflictor = NULL );
void snapToGround();
void updateActorTransforms();
// Getter and setter for the class sets
jsval getClassSet();
void setClassSet( jsval value );
void rebuildClassSet();
// Things like selection circles and debug info - possibly move to gui if/when it becomes responsible for (and capable of) it.
void render();
void renderSelectionOutline( float alpha = 1.0f );
// After a collision, recalc the path to the next fixed waypoint.
void repath();
// Reset properties after the entity-template we use changes.
void loadBase();
void reorient(); // Orientation
void teleport(); // Fixes things if the position is changed by something externally.
void checkSelection(); // In case anyone tries to select/deselect this through JavaScript.
void checkGroup(); // Groups
void checkExtant(); // Existence
// Returns whether the entity is capable of performing the given orderType on the target.
bool acceptsOrder( int orderType, CEntity* orderTarget );
void clearOrders();
void pushOrder( CEntityOrder& order );
// Script constructor
static JSBool Construct( JSContext* cx, JSObject* obj, unsigned int argc, jsval* argv, jsval* rval );
// Script-bound functions
jsval ToString( JSContext* cx, uintN argc, jsval* argv );
bool Order( JSContext* cx, uintN argc, jsval* argv, bool Queued );
inline bool OrderSingle( JSContext* cx, uintN argc, jsval* argv )
{
return( Order( cx, argc, argv, false ) );
}
inline bool OrderQueued( JSContext* cx, uintN argc, jsval* argv )
{
return( Order( cx, argc, argv, true ) );
}
bool Damage( JSContext* cx, uintN argc, jsval* argv );
bool Kill( JSContext* cx, uintN argc, jsval* argv );
jsval GetSpawnPoint( JSContext* cx, uintN argc, jsval* argv );
bool IsIdle( JSContext* cx, uintN argc, jsval* argv )
{
return( m_orderQueue.empty() );
}
bool HasClass( JSContext* cx, uintN argc, jsval* argv )
{
assert( argc >= 1 );
return( m_classes.IsMember( ToPrimitive<CStrW>( cx, argv[0] ) ) );
}
static void ScriptingInit();
};
// General entity globals
// In its current incarnation, inefficient but pretty
#define SELECTION_TERRAIN_CONFORMANCE
extern int SELECTION_CIRCLE_POINTS;
extern int SELECTION_BOX_POINTS;
extern int SELECTION_SMOOTHNESS_UNIFIED;
#endif