mirror of
https://github.com/ptitSeb/Serious-Engine
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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. */
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/*
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* Player entity.
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*/
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4
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%{
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#include <Engine/StdH.h>
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#include <Engine/Entities/InternalClasses.h>
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#include <Engine/Base/Stream.h>
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#include <Engine/Base/CRC.h>
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%}
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class export CPlayerEntity : CMovableModelEntity {
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name "PlayerEntity";
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thumbnail "";
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features "AbstractBaseClass";
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properties:
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1 FLOAT en_tmPing = 0.0f, // ping value in seconds (determined by derived class and distributed by the engine)
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{
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CPlayerCharacter en_pcCharacter; // character of the player
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CPlacement3D en_plViewpoint; // placement of view point relative to the entity
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CPlacement3D en_plLastViewpoint; // last view point (used for lerping)
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}
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components:
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functions:
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/* Get name of this player. */
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export CTString GetPlayerName(void)
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{
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return en_pcCharacter.GetNameForPrinting();
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}
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export const CTString &GetName(void) const
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{
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return en_pcCharacter.GetName();
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}
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/* Get index of this player in the game. */
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export INDEX GetMyPlayerIndex(void)
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{
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CEntity *penMe = this;
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if (IsPredictor()) {
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penMe = GetPredicted();
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}
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INDEX iPlayer;
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for (iPlayer=0; iPlayer<GetMaxPlayers(); iPlayer++) {
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// if this is ME (this)
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if (GetPlayerEntity(iPlayer)==penMe) {
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return iPlayer;
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}
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}
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// must find my self
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return 15; // if not found, still return a relatively logical value
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}
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/* Calculate physics for moving. */
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export void DoMoving(void) // override from CMovableEntity
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{
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CMovableModelEntity::DoMoving();
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}
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/* Copy entity from another entity of same class. */
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export void Copy(CEntity &enOther, ULONG ulFlags)
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{
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CMovableModelEntity::Copy(enOther, ulFlags);
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CPlayerEntity *ppenOther = (CPlayerEntity *)(&enOther);
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en_pcCharacter = ppenOther->en_pcCharacter;
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en_plViewpoint = ppenOther->en_plViewpoint;
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en_plLastViewpoint = ppenOther->en_plLastViewpoint;
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}
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/* Copy entity from another entity of same class. */
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/*CPlayerEntity &operator=(CPlayerEntity &enOther)
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{
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CMovableModelEntity::operator=(enOther);
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en_pcCharacter = enOther.en_pcCharacter;
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en_plViewpoint = enOther.en_plViewpoint;
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return *this;
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}*/
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/* Read from stream. */
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export void Read_t( CTStream *istr) // throw char *
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{
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CMovableModelEntity::Read_t(istr);
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(*istr)>>en_pcCharacter>>en_plViewpoint;
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en_plLastViewpoint = en_plViewpoint;
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}
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/* Write to stream. */
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export void Write_t( CTStream *ostr) // throw char *
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{
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CMovableModelEntity::Write_t(ostr);
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(*ostr)<<en_pcCharacter<<en_plViewpoint;
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}
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// Apply the action packet to the entity movement.
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export virtual void ApplyAction(const CPlayerAction &pa, FLOAT tmLatency) {};
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// Called when player is disconnected
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export virtual void Disconnect(void) {};
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// Called when player character is changed
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export virtual void CharacterChanged(const CPlayerCharacter &pcNew) { en_pcCharacter = pcNew; };
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// provide info for GameAgent enumeration
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export virtual void GetGameAgentPlayerInfo( INDEX iPlayer, CTString &strOut) { };
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// create a checksum value for sync-check
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export void ChecksumForSync(ULONG &ulCRC, INDEX iExtensiveSyncCheck)
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{
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CMovableModelEntity::ChecksumForSync(ulCRC, iExtensiveSyncCheck);
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CRC_AddBlock(ulCRC, en_pcCharacter.pc_aubGUID, sizeof(en_pcCharacter.pc_aubGUID));
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CRC_AddBlock(ulCRC, en_pcCharacter.pc_aubAppearance, sizeof(en_pcCharacter.pc_aubAppearance));
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}
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// dump sync data to text file
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export void DumpSync_t(CTStream &strm, INDEX iExtensiveSyncCheck) // throw char *
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{
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CMovableModelEntity::DumpSync_t(strm, iExtensiveSyncCheck);
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strm.FPrintF_t("player: %s\n",
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(const char *) en_pcCharacter.GetName());
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strm.FPrintF_t("GUID: ");
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{for (INDEX i=0; i<sizeof(en_pcCharacter.pc_aubGUID); i++) {
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strm.FPrintF_t("%02X", en_pcCharacter.pc_aubGUID[i]);
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}}
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strm.FPrintF_t("\n");
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strm.FPrintF_t("appearance: ");
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{for (INDEX i=0; i<MAX_PLAYERAPPEARANCE; i++) {
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strm.FPrintF_t("%02X", en_pcCharacter.pc_aubAppearance[i]);
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}}
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strm.FPrintF_t("\n");
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}
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procedures:
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// must have at least one procedure per class
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Dummy() {};
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};
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