Serious-Engine/Sources/Engine/Classes/PlayerEntity.es

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2016-03-12 01:20:51 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
2016-03-11 14:57:17 +01:00
/*
* Player entity.
*/
4
%{
#include "StdH.h"
#include <Engine/Entities/InternalClasses.h>
#include <Engine/Base/Stream.h>
#include <Engine/Base/CRC.h>
%}
class export CPlayerEntity : CMovableModelEntity {
name "PlayerEntity";
thumbnail "";
features "AbstractBaseClass";
properties:
1 FLOAT en_tmPing = 0.0f, // ping value in seconds (determined by derived class and distributed by the engine)
{
CPlayerCharacter en_pcCharacter; // character of the player
CPlacement3D en_plViewpoint; // placement of view point relative to the entity
CPlacement3D en_plLastViewpoint; // last view point (used for lerping)
}
components:
functions:
/* Get name of this player. */
export CTString GetPlayerName(void)
{
return en_pcCharacter.GetNameForPrinting();
}
export const CTString &GetName(void) const
{
return en_pcCharacter.GetName();
}
/* Get index of this player in the game. */
export INDEX GetMyPlayerIndex(void)
{
CEntity *penMe = this;
if (IsPredictor()) {
penMe = GetPredicted();
}
for (INDEX iPlayer=0; iPlayer<GetMaxPlayers(); iPlayer++) {
// if this is ME (this)
if (GetPlayerEntity(iPlayer)==penMe) {
return iPlayer;
}
}
// must find my self
return 15; // if not found, still return a relatively logical value
}
/* Calculate physics for moving. */
export void DoMoving(void) // override from CMovableEntity
{
CMovableModelEntity::DoMoving();
}
/* Copy entity from another entity of same class. */
export void Copy(CEntity &enOther, ULONG ulFlags)
{
CMovableModelEntity::Copy(enOther, ulFlags);
CPlayerEntity *ppenOther = (CPlayerEntity *)(&enOther);
en_pcCharacter = ppenOther->en_pcCharacter;
en_plViewpoint = ppenOther->en_plViewpoint;
en_plLastViewpoint = ppenOther->en_plLastViewpoint;
}
/* Copy entity from another entity of same class. */
/*CPlayerEntity &operator=(CPlayerEntity &enOther)
{
CMovableModelEntity::operator=(enOther);
en_pcCharacter = enOther.en_pcCharacter;
en_plViewpoint = enOther.en_plViewpoint;
return *this;
}*/
/* Read from stream. */
export void Read_t( CTStream *istr) // throw char *
{
CMovableModelEntity::Read_t(istr);
(*istr)>>en_pcCharacter>>en_plViewpoint;
en_plLastViewpoint = en_plViewpoint;
}
/* Write to stream. */
export void Write_t( CTStream *ostr) // throw char *
{
CMovableModelEntity::Write_t(ostr);
(*ostr)<<en_pcCharacter<<en_plViewpoint;
}
// Apply the action packet to the entity movement.
export virtual void ApplyAction(const CPlayerAction &pa, FLOAT tmLatency) {};
// Called when player is disconnected
export virtual void Disconnect(void) {};
// Called when player character is changed
export virtual void CharacterChanged(const CPlayerCharacter &pcNew) { en_pcCharacter = pcNew; };
// provide info for GameAgent enumeration
export virtual void GetGameAgentPlayerInfo( INDEX iPlayer, CTString &strOut) { };
// create a checksum value for sync-check
export void ChecksumForSync(ULONG &ulCRC, INDEX iExtensiveSyncCheck)
{
CMovableModelEntity::ChecksumForSync(ulCRC, iExtensiveSyncCheck);
CRC_AddBlock(ulCRC, en_pcCharacter.pc_aubGUID, sizeof(en_pcCharacter.pc_aubGUID));
CRC_AddBlock(ulCRC, en_pcCharacter.pc_aubAppearance, sizeof(en_pcCharacter.pc_aubAppearance));
}
// dump sync data to text file
export void DumpSync_t(CTStream &strm, INDEX iExtensiveSyncCheck) // throw char *
{
CMovableModelEntity::DumpSync_t(strm, iExtensiveSyncCheck);
strm.FPrintF_t("player: %s\n",
en_pcCharacter.GetName());
strm.FPrintF_t("GUID: ");
{for (INDEX i=0; i<sizeof(en_pcCharacter.pc_aubGUID); i++) {
strm.FPrintF_t("%02X", en_pcCharacter.pc_aubGUID[i]);
}}
strm.FPrintF_t("\n");
strm.FPrintF_t("appearance: ");
{for (INDEX i=0; i<MAX_PLAYERAPPEARANCE; i++) {
strm.FPrintF_t("%02X", en_pcCharacter.pc_aubAppearance[i]);
}}
strm.FPrintF_t("\n");
}
procedures:
// must have at least one procedure per class
Dummy() {};
};