mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-26 23:54:50 +01:00
24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
132 lines
4.1 KiB
JavaScript
132 lines
4.1 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
|
|
|
|
/*
|
|
* Player entity.
|
|
*/
|
|
4
|
|
%{
|
|
#include <Engine/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();
|
|
}
|
|
|
|
INDEX iPlayer;
|
|
for (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",
|
|
(const char *) 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() {};
|
|
};
|