Serious-Engine/Sources/Engine/Entities/Entity.h
2016-03-11 15:57:17 +02:00

814 lines
36 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#ifndef SE_INCL_ENTITY_H
#define SE_INCL_ENTITY_H
#ifdef PRAGMA_ONCE
#pragma once
#endif
#include <Engine/Base/Lists.h>
#include <Engine/Base/Relations.h>
#include <Engine/Templates/StaticStackArray.h>
#include <Engine/Templates/Selection.h>
#include <Engine/Math/Matrix.h>
#include <Engine/Math/AABBox.h>
#include <Engine/Math/Placement.h>
#include <Engine/Entities/EntityEvent.h>
#include <Engine/Entities/EntityPointer.h>
#include <Engine/Ska/ModelInstance.h>
#define DUMPVECTOR(v) \
strm.FPrintF_t(#v ": %g,%g,%g %08x,%08x,%08x\n", \
(v)(1), (v)(2), (v)(3), (ULONG&)(v)(1), (ULONG&)(v)(2), (ULONG&)(v)(3))
#define DUMPVECTOR2(strDes, v) \
strm.FPrintF_t( "%s: %g,%g,%g\n", strDes, (v)(1), (v)(2), (v)(3))
#define DUMPLONG(l) \
strm.FPrintF_t(#l ": %08x\n", l)
#define DUMPPLACEMENT(plname, pl) \
strm.FPrintF_t("%s:\n", plname); \
DUMPVECTOR2( "Position", pl.pl_PositionVector); \
DUMPVECTOR2( "Orientation", pl.pl_OrientationAngle);
// force infulence at a point in space
class CForceStrength {
public:
FLOAT3D fs_vDirection; // direction of the force (must be normalized)
FLOAT fs_fAcceleration; // acceleration of the force (m/s2) (along the direction)
FLOAT fs_fVelocity; // max. velocity that force can give (m/s) (along the direction)
};
#define DECL_DLL ENGINE_API
#include <Engine/Classes/BaseEvents.h>
#undef DECL_DLL
/*
* Flags determining whether some entity is active in some game type or difficulty level.
*/
// difficulty levels
#define SPF_EASY (1L<<0) // active at easy difficulty
#define SPF_NORMAL (1L<<1) // active at normal difficulty
#define SPF_HARD (1L<<2) // active at hard difficulty
#define SPF_EXTREME (1L<<3) // active at extreme difficulty
#define SPF_TOURIST (1L<<4) // active at tourist difficulty
#define SPF_MASK_DIFFICULTY 0x0000FFFFL // mask for difficulty level flags
// game types
#define SPF_SINGLEPLAYER (1L<<16) // active in single player mode
#define SPF_DEATHMATCH (1L<<17) // active in deathmatch mode
#define SPF_COOPERATIVE (1L<<18) // active in cooperative mode
#define SPF_FLYOVER (1L<<19) // active in flyover (camera) mode
#define SPF_MASK_GAMEMODE 0xFFFF0000L // mask for game type flags
/*
* Various other entity flags
*/
#define ENF_SELECTED (1L<< 0) // set if selected
#define ENF_ZONING (1L<< 1) // brush that defines spatial classification
#define ENF_DELETED (1L<< 2) // set if the entity does not exist anymore
#define ENF_ALIVE (1L<< 3) // set if the entity is currently a living being
#define ENF_INRENDERING (1L<< 4) // set if the entity is currently active in rendering
#define ENF_VALIDSHADINGINFO (1L<< 5) // set if shading info is valid
#define ENF_SEETHROUGH (1L<< 6) // set if cast ray can see through
#define ENF_FOUNDINGRIDSEARCH (1L<< 7) // set if the entity is already found in grid search
#define ENF_CLUSTERSHADOWS (1L<< 8) // model that has cluster shadows
#define ENF_BACKGROUND (1L<< 9) // brush or model that is used for background rendering
#define ENF_ANCHORED (1L<<10) // set if cannot be moved in editor without special allowance
#define ENF_HASPARTICLES (1L<<11) // entity renders particles
#define ENF_INVISIBLE (1L<<12) // entity is invisible (for AI purposes)
#define ENF_DYNAMICSHADOWS (1L<<13) // moving brush that causes automatic shadow recalculation
#define ENF_NOTIFYLEVELCHANGE (1L<<14) // entity is notified when level is changed
#define ENF_CROSSESLEVELS (1L<<15) // entity must be carried when level is changed
#define ENF_PREDICTABLE (1L<<16) // this entity can be predicted
#define ENF_PREDICTOR (1L<<17) // this entity is predictor for another entity
#define ENF_PREDICTED (1L<<18) // this entity has its predictor
#define ENF_WILLBEPREDICTED (1L<<19) // this entity will be predicted
#define ENF_TEMPPREDICTOR (1L<<20) // predictor that was spawned during prediction (doesn't have a predictor)
#define ENF_HIDDEN (1L<<21) // set if the entity is hidden (for editing)
#define ENF_NOSHADINGINFO (1L<<22) // the entity doesn't need FindShadingInfo(), it will set its own shading
// selections of entities
typedef CSelection<CEntity, ENF_SELECTED> CEntitySelection;
/*
* General structure of an entity instance.
*/
class ENGINE_API CEntity {
public:
// type of function pointer used as AI event handler
typedef BOOL (CEntity::*pEventHandler)(const CEntityEvent &ee);
enum RenderType {
RT_ILLEGAL = 1,
RT_NONE = 2, // not rendered ever -- used internally
RT_MODEL = 3, // drawn as model
RT_BRUSH = 4, // rendered as brush
RT_EDITORMODEL = 5, // rendered as model, but only in editor
RT_VOID = 7, // not rendered ever
RT_FIELDBRUSH = 8, // brush used for field effects (like triggers, force fields etc.)
RT_SKAMODEL = 9, // render as ska model
RT_SKAEDITORMODEL = 10, // render as ska model, but only in editor
RT_TERRAIN = 11, // render as terrain
};
/* Entity physics flags. */
#define EPF_ORIENTEDBYGRAVITY (1UL<<0) // set if gravity influences its orientation
#define EPF_TRANSLATEDBYGRAVITY (1UL<<1) // set if gravity can move it
#define EPF_PUSHABLE (1UL<<2) // set if can be pushed by other objects
#define EPF_STICKYFEET (1UL<<3) // entity always falls to nearest surface
#define EPF_RT_SYNCHRONIZED (1UL<<4) // set if rotation and translation are synchronized
#define EPF_ABSOLUTETRANSLATE (1UL<<5) // set if entity is translated absolute and not relative to its position
#define EPF_NOACCELERATION (1UL<<6) // set if entity can change its speed immediately
#define EPF_HASLUNGS (1UL<<7) // set if entity has lungs
#define EPF_HASGILLS (1UL<<8) // set if entity has gills
#define EPF_MOVABLE (1UL<<9) // set if derived from CMovableEntity
#define EPF_NOIMPACT (1UL<<10)// entities are not damaged when hitting this one
#define EPF_NOIMPACTTHISTICK (1UL<<11)// this one is not damaged by impact this tick
#define EPF_CANFADESPINNING (1UL<<12)// desired rotation can be reduced by contents (like water)
#define EPF_ONSTEEPSLOPE (1UL<<13)// while sliding down a steep slope (valid only if entity has reference)
#define EPF_ORIENTINGTOGRAVITY (1UL<<14)// while beeing re-oriented by gravity
#define EPF_FLOATING (1UL<<15)// while bouyancy causes floating in fluid
#define EPF_FORCEADDED (1UL<<16)// set if force-added to movers
// what to do when colliding
#define EPF_ONBLOCK_MASK (7UL<<29)
#define EPF_ONBLOCK_STOP (0UL<<29) // stop moving
#define EPF_ONBLOCK_SLIDE (1UL<<29) // slide along
#define EPF_ONBLOCK_CLIMBORSLIDE (2UL<<29) // clim up a stair or slide along
#define EPF_ONBLOCK_BOUNCE (3UL<<29) // bounce off
#define EPF_ONBLOCK_PUSH (4UL<<29) // push the obstacle
#define EPF_ONBLOCK_STOPEXACT (5UL<<29) // stop moving, but exactly at collision position
// entity collision flags are divided in 3 groups
#define ECB_COUNT 10 // max number of flags per group
#define ECF_MASK ((1<<ECB_COUNT)-1) // mask for one group
// what an entity is
#define ECB_IS 0
#define ECF_ISMASK (ECF_MASK<<ECB_IS)
// which other entities to test with
#define ECB_TEST 10
#define ECF_TESTMASK (ECF_MASK<<ECB_TEST)
// which tested entities to pass through
#define ECB_PASS 20
#define ECF_PASSMASK (ECF_MASK<<ECB_PASS)
// optimizations to completely ignore some types of entities
#define ECF_IGNOREBRUSHES (1UL<<30)
#define ECF_IGNOREMODELS (1UL<<31)
public:
enum RenderType en_RenderType; // how is it rendered
ULONG en_ulPhysicsFlags; // ways of interacting with environment
ULONG en_ulCollisionFlags; // which entities to collide with
ULONG en_ulFlags; // various flags
ULONG en_ulSpawnFlags; // in what game types is this entity active
INDEX en_ctReferences; // reference counter for delayed destruction
ULONG en_ulID; // unique entity identifier
CPlacement3D en_plPlacement; // placement in world space
FLOATmatrix3D en_mRotation; // precalc. matrix for object rotation
CEntityClass *en_pecClass; // class used to construct this entity
union { // rendering object
CBrush3D *en_pbrBrush; // brush -- if brush entity
CModelObject *en_pmoModelObject; // model -- if model entity
CModelInstance *en_pmiModelInstance; // ska model -- if ska model entity
CTerrain *en_ptrTerrain; // terrain -- if terrain entity
};
CShadingInfo *en_psiShadingInfo; // shading info for model entities
CCollisionInfo *en_pciCollisionInfo; // collision info for movable colliding entities
FLOAT en_fSpatialClassificationRadius; // radius for spatial classification
FLOATaabbox3D en_boxSpatialClassification; // box in object space for spatial classification
CLastPositions *en_plpLastPositions; // last positions of entity
class CWorld *en_pwoWorld; // the world this entity belongs to
public: // imagine that this is private
CRelationDst en_rdSectors; // relation to sectors this entity is in
public:
CEntity *en_penParent; // parent entity
public: // these must be public for iteration
CListNode en_lnInParent; // node in the parent entity
CListHead en_lhChildren; // list of child entities
public:
CPlacement3D en_plRelativeToParent; // placement relative to parent placement
public:
// reference counting functions
inline void AddReference(void);
inline void RemReference(void);
/* Get pointer to entity property from its packed identifier. */
class CEntityProperty *PropertyForTypeAndID(ULONG ulType, ULONG ulID);
/* Helpers for writing/reading entity pointers. */
void ReadEntityPointer_t(CTStream *istr, CEntityPointer &pen);
void WriteEntityPointer_t(CTStream *ostr, CEntityPointer pen);
/* Get pointer to entity component from its packed identifier. */
class CEntityComponent *ComponentForTypeAndID(ULONG ulType, ULONG ulID);
/* Get pointer to entity property from its name. */
class CEntityProperty *PropertyForName(const CTString &strPropertyName);
/* Copy one entity property from property of another entity. */
void CopyOneProperty( CEntityProperty &epPropertySrc, CEntityProperty &epPropertyDest,
CEntity &enOther, ULONG ulFlags);
/* Read all properties from a stream. */
void ReadProperties_t(CTStream &istrm); // throw char *
/* Write all properties to a stream. */
void WriteProperties_t(CTStream &ostrm); // throw char *
/* Copy entity properties from another entity of same class. */
void CopyEntityProperties(CEntity &enOther, ULONG ulFlags);
/* Internal versions for entity reinitialization (do not discard shadows etc.). */
void Initialize_internal(const CEntityEvent &eeInput);
void End_internal(void);
/* Reinitialize the entity. */
void Reinitialize(void);
// internal repositioning function
virtual void SetPlacement_internal(const CPlacement3D &plNew, const FLOATmatrix3D &mRotation,
BOOL bNear);
// Uncache shadows of each polygon in entity that has given gradient index
void UncacheShadowsForGradient(INDEX iGradient);
/* Find and remember shading info for this entity if invalid. */
void FindShadingInfo(void);
/* Find and remember collision info for this entity. */
void FindCollisionInfo(void);
// discard collision info for this entity
void DiscardCollisionInfo(void);
// copy collision info from some other entity
void CopyCollisionInfo(CEntity &enOrg);
/* Update range used for spatial clasification. */
void UpdateSpatialRange(void);
/* Find and remember all sectors that this entity is in. */
void FindSectorsAroundEntity(void);
void FindSectorsAroundEntityNear(void);
// add entity to collision grid
void AddToCollisionGrid(void);
/* Copy entity from another entity of same class. (NOTE: this doesn't copy placement!) */
#define COPY_REMAP (1UL<<0) // remap pointers
#define COPY_REINIT (1UL<<1) // reinit entity
// make predictor (complete raw copy with all states/variables and
// making predictor/predicted links)
#define COPY_PREDICTOR (1UL<<2)
virtual void Copy(CEntity &enOther, ULONG ulFlags);
virtual CEntity &operator=(CEntity &enOther) {ASSERT(FALSE); return *this;};
// find a pointer to another entity while copying
static CEntity *FindRemappedEntityPointer(CEntity *penOriginal);
/* Read from stream. */
virtual void Read_t( CTStream *istr); // throw char *
/* Write to stream. */
virtual void Write_t( CTStream *ostr); // throw char *
/* Precache components that might be needed. */
virtual void Precache(void);
// create a checksum value for sync-check
virtual void ChecksumForSync(ULONG &ulCRC, INDEX iExtensiveSyncCheck);
// dump sync data to text file
virtual void DumpSync_t(CTStream &strm, INDEX iExtensiveSyncCheck); // throw char *
/* Handle all sent events. */
static void HandleSentEvents(void);
// find entities in a box (box must be around this entity)
void FindEntitiesInRange(const FLOATaabbox3D &boxRange, CDynamicContainer<CEntity> &cen,
BOOL bCollidingOnly);
// find first entity touching a field (this entity must be a field brush)
CEntity *TouchingEntity(BOOL (*ConsiderEntity)(CEntity *), CEntity *penHintMaybeInside);
public:
// DLL class interface
/* Initialize for being virtual entity that is not rendered. */
void InitAsVoid(void);
/* Initialize for beeing a model object. */
void InitAsModel(void);
void InitAsSkaModel(void);
/* Initialize for beeing a terrain object. */
void InitAsTerrain(void);
/* Initialize for beeing an editor model object. */
void InitAsEditorModel(void);
void InitAsSkaEditorModel(void);
/* Initialize for beeing a brush object. */
void InitAsBrush(void);
/* Initialize for beeing a field brush object. */
void InitAsFieldBrush(void);
/* Switch to Model/Editor model */
void SwitchToModel(void);
void SwitchToEditorModel(void);
/* Set all properties to default values. - overridden by ecc */
virtual void SetDefaultProperties(void);
/* Get a filename for a component of given type and id. */
const CTFileName &FileNameForComponent(SLONG slType, SLONG slID);
// Get data for a texture component
CTextureData *GetTextureDataForComponent(SLONG slID);
// Get data for a model component
CModelData *GetModelDataForComponent(SLONG slID);
// model manipulation functions -- only for RT_MODEL/RT_EDITORMODEL
/* Set the model data for model entity. */
void SetModel(const CTFileName &fnmModel);
void SetModel(SLONG idModelComponent);
BOOL SetSkaModel(const CTString &fnmModel);
void SetSkaModel_t(const CTString &fnmModel);
void SetSkaColisionInfo();
/* Get the model data for model entity. */
const CTFileName &GetModel(void);
/* Start new animation for model entity. */
void StartModelAnim(INDEX iNewModelAnim, ULONG ulFlags);
/* Play a given sound object. */
void PlaySound(CSoundObject &so, SLONG idSoundComponent, SLONG slPlayType);
void PlaySound(CSoundObject &so, const CTFileName &fnmSound, SLONG slPlayType);
double GetSoundLength(SLONG idSoundComponent);
// set/get model main blend color
COLOR GetModelColor(void) const;
void SetModelColor( const COLOR colBlend);
/* Set the main texture data for model entity. */
void SetModelMainTexture(SLONG idTextureComponent);
void SetModelMainTexture(const CTFileName &fnmTexture);
/* Get the main texture data for model entity. */
const CTFileName &GetModelMainTexture(void);
/* Start new animation for main texture of model entity. */
void StartModelMainTextureAnim(INDEX iNewTextureAnim);
/* Set the reflection texture data for model entity. */
void SetModelReflectionTexture(SLONG idTextureComponent);
/* Set the specular texture data for model entity. */
void SetModelSpecularTexture(SLONG idTextureComponent);
/* Add attachment to model */
void AddAttachment(INDEX iAttachment, ULONG ulIDModel, ULONG ulIDTexture);
void AddAttachment(INDEX iAttachment, CTFileName fnModel, CTFileName fnTexture);
/* Remove attachment from model */
void RemoveAttachment(INDEX iAttachment);
/* Set the reflection texture data for model attachment entity. */
void SetModelAttachmentReflectionTexture(INDEX iAttachment, SLONG idTextureComponent);
/* Set the specular texture data for model attachment entity. */
void SetModelAttachmentSpecularTexture(INDEX iAttachment, SLONG idTextureComponent);
// Get all vertices of model entity in absolute space
void GetModelVerticesAbsolute( CStaticStackArray<FLOAT3D> &avVertices, FLOAT fNormalOffset, FLOAT fMipFactor);
// Returns true if bone exists and sets two given vectors as start and end point of specified bone in abs space
BOOL GetBoneAbsPosition(INDEX iBoneID, FLOAT3D &vStartPoint, FLOAT3D &vEndPoint);
// Returns true if bone exists and sets two given vectors as start and end point of specified bone in relative space
BOOL GetBoneRelPosition(INDEX iBoneID, FLOAT3D &vStartPoint, FLOAT3D &vEndPoint);
// Callback function for aditional bone adjustment
virtual void AdjustBones();
// Callback function for aditional shader params adjustment
virtual void AdjustShaderParams(INDEX iSurfaceID,CShader *pShader,ShaderParams &spParams);
// precache given component
void PrecacheModel(SLONG slID);
void PrecacheTexture(SLONG slID);
void PrecacheSound(SLONG slID);
void PrecacheClass(SLONG slID, INDEX iUser = -1);
/* Create a new entity of given class in this world. */
CEntity *CreateEntity(const CPlacement3D &plPlacement, SLONG idModelComponent);
/* Apply some damage directly to one entity. */
void InflictDirectDamage(CEntity *penToDamage, CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection);
/* Apply some damage to all entities in some range (this tests for obstacles). */
void InflictRangeDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vCenter, FLOAT fHotSpotRange, FLOAT fFallOffRange);
/* Apply some damage to all entities in a box (this doesn't test for obstacles). */
void InflictBoxDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOATaabbox3D &box);
// notify engine that gravity defined by this entity has changed
void NotifyGravityChanged(void);
// notify engine that collision of this entity was changed
void NotifyCollisionChanged(void);
// get a pseudo-random number (safe for network gaming)
ULONG IRnd(void); // [0x0000 , 0xFFFF]
FLOAT FRnd(void); // [0.0f , 1.0f]
// DLL class overridables
/* Called after creating and setting its properties. */
virtual void OnInitialize(const CEntityEvent &eeInput);
/* Called before releasing entity. */
virtual void OnEnd(void);
// these functions are dummy in CEntity, but are implemented in CRationalEntity
/* Jump to a new state. */
void Jump(SLONG slThisState, SLONG slTargetState, BOOL bOverride, const CEntityEvent &eeInput) {};
/* Call a subautomaton. */
void Call(SLONG slThisState, SLONG slTargetState, BOOL bOverride, const CEntityEvent &eeInput) {};
/* Return from a subautomaton. */
void Return(SLONG slThisState, const CEntityEvent &eeReturn) {};
// print stack to debug output
virtual const char *PrintStackDebug(void);
void SetTimerAt(TIME timeAbsolute) {};
void SetTimerAfter(TIME timeDelta) {};
void UnsetTimer(void) {};
// return opacity of the entity (1 is default)
virtual FLOAT GetOpacity(void) { return 1.0f; };
// returns ammount of memory used by entity
virtual SLONG GetUsedMemory(void);
public:
// construction/destruction
/* Default constructor. */
CEntity(void);
/* Destructor. */
virtual ~CEntity(void);
/* Clear the object. */
void Clear(void) {};
// entities can be selected
IMPLEMENT_SELECTING(en_ulFlags);
// access functions
/* Prepare entity (call after setting properties). */
void Initialize(const CEntityEvent &eeInput = _eeVoid);
/* Clean-up entity. */
void End(void);
/* Destroy this entity (entity must not be targetable). */
void Destroy(void);
/* Get state transition for given state and event code. */
virtual CEntity::pEventHandler HandlerForStateAndEvent(SLONG slState, SLONG slEvent);
/* Handle an event, return false if the event is not handled. */
virtual BOOL HandleEvent(const CEntityEvent &ee);
// get/set functions for use in WEd and/or entity class DLLs
void SetPlacement(const CPlacement3D &plNew); // use this only in WEd
void FallDownToFloor( void);
inline const CPlacement3D &GetPlacement(void) const { return en_plPlacement; };
inline const FLOATmatrix3D &GetRotationMatrix(void) const { return en_mRotation; };
// this one is used in rendering - gets lerped placement between ticks
virtual CPlacement3D GetLerpedPlacement(void) const;
/* Find first sector that entity is in */
CBrushSector *GetFirstSector(void);
/* Find first sector that entity is in (for UI purpuses) */
CBrushSector *GetFirstSectorWithName(void);
// teleport this entity to a new location -- takes care of telefrag damage
void Teleport(const CPlacement3D &plNew, BOOL bTelefrag=TRUE);
void SetFlags(ULONG ulFlags);
inline ULONG GetFlags(void) const { return en_ulFlags; };
inline void SetSpawnFlags(ULONG ulFlags) { en_ulSpawnFlags = ulFlags; }
inline ULONG GetSpawnFlags(void) const { return en_ulSpawnFlags; };
void SetPhysicsFlags(ULONG ulFlags);
inline ULONG GetPhysicsFlags(void) const { return en_ulPhysicsFlags; };
void SetCollisionFlags(ULONG ulFlags);
inline ULONG GetCollisionFlags(void) const { return en_ulCollisionFlags; };
inline BOOL IsPredictor(void) const { return en_ulFlags&ENF_PREDICTOR; };
inline BOOL IsPredicted(void) const { return en_ulFlags&ENF_PREDICTED; };
inline BOOL IsPredictable(void) const { return en_ulFlags&ENF_PREDICTABLE; };
CEntity *GetPredictor(void);
CEntity *GetPredicted(void);
// become predictable/unpredictable
void SetPredictable(BOOL bON);
// check if this instance is head of prediction chain
BOOL IsPredictionHead(void);
// get the prediction original (predicted), or self if not predicting
CEntity *GetPredictionTail(void);
// check if active for prediction now
BOOL IsAllowedForPrediction(void) const;
// check an event for prediction, returns true if already predicted
BOOL CheckEventPrediction(ULONG ulTypeID, ULONG ulEventID);
inline enum RenderType GetRenderType(void) { return en_RenderType; };
inline CEntityClass *GetClass(void) { return en_pecClass; };
inline CWorld *GetWorld(void) { return en_pwoWorld; };
inline CBrush3D *GetBrush(void) { return en_pbrBrush; };
inline CModelObject *GetModelObject(void) { return en_pmoModelObject; };
inline CModelInstance *GetModelInstance(void) { return en_pmiModelInstance; };
inline CTerrain *GetTerrain(void) { return en_ptrTerrain; };
inline CEntity *GetParent(void) { return en_penParent; };
void SetParent(CEntity *penNewParent);
// find first child of given class
CEntity *GetChildOfClass(const char *strClass);
/* Test if the entity is an empty brush. */
BOOL IsEmptyBrush(void) const;
/* Return max Game Players */
static INDEX GetMaxPlayers(void);
/* Return Player Entity */
static CEntity *GetPlayerEntity(INDEX iPlayer);
/* Get bounding box of this entity - for AI purposes only. */
void GetBoundingBox(FLOATaabbox3D &box);
/* Get size of this entity - for UI purposes only. */
void GetSize(FLOATaabbox3D &box);
/* Get last positions structure for particles. */
CLastPositions *GetLastPositions(INDEX ctPositions);
/* Get nearest position of nearest brush polygon to this entity if available. */
CBrushPolygon *GetNearestPolygon(FLOAT3D &vPoint, FLOATplane3D &plPlane, FLOAT &fDistanceToEdge);
/* Get absolute position of point on entity given relative to its size. */
void GetEntityPointRatio(const FLOAT3D &vRatio, FLOAT3D &vAbsPoint, BOOL bLerped=FALSE);
/* Get absolute position of point on entity given in meters. */
void GetEntityPointFixed(const FLOAT3D &vFixed, FLOAT3D &vAbsPoint);
/* Get sector that given point is in - point must be inside this entity. */
CBrushSector *GetSectorFromPoint(const FLOAT3D &vPointAbs);
// map world polygon to/from indices
CBrushPolygon *GetWorldPolygonPointer(INDEX ibpo);
INDEX GetWorldPolygonIndex(CBrushPolygon *pbpo);
// virtual functions that are overridden to implement class specific behavior
/* Get name of this entity. */
virtual const CTString &GetName(void) const;
virtual const CTString &GetDescription(void) const; // name + some more verbose data
/* Get first target of this entity. */
virtual CEntity *GetTarget(void) const;
/* Check if entity can be used as a target. */
virtual BOOL IsTargetable(void) const;
/* Check if entity is marker */
virtual BOOL IsMarker(void) const;
/* Check if entity is important */
virtual BOOL IsImportant(void) const;
/* Check if entity is moved on a route set up by its targets. */
virtual BOOL MovesByTargetedRoute(CTString &strTargetProperty) const;
/* Check if entity can drop marker for making linked route. */
virtual BOOL DropsMarker(CTFileName &fnmMarkerClass, CTString &strTargetProperty) const;
/* Get light source information - return NULL if not a light source. */
virtual CLightSource *GetLightSource(void);
/* Is target valid. */
virtual BOOL IsTargetValid(SLONG slPropertyOffset, CEntity *penTarget);
/* Get force type name, return empty string if not used. */
virtual const CTString &GetForceName(INDEX iForce);
/* Get forces in given point. */
virtual void GetForce(INDEX iForce, const FLOAT3D &vPoint,
CForceStrength &fsGravity, CForceStrength &fsField);
/* Get entity that controls the force, used for change notification checking. */
virtual CEntity *GetForceController(INDEX iForce);
/* Get fog type name, return empty string if not used. */
virtual const CTString &GetFogName(INDEX iFog);
/* Get fog, return FALSE for none. */
virtual BOOL GetFog(INDEX iFog, class CFogParameters &fpFog);
/* Get haze type name, return empty string if not used. */
virtual const CTString &GetHazeName(INDEX iHaze);
/* Get haze, return FALSE for none. */
virtual BOOL GetHaze(INDEX iHaze, class CHazeParameters &hpHaze, FLOAT3D &vViewDir);
/* Get mirror type name, return empty string if not used. */
virtual const CTString &GetMirrorName(INDEX iMirror);
/* Get mirror, return FALSE for none. */
virtual BOOL GetMirror(INDEX iMirror, class CMirrorParameters &mpMirror);
/* Get gradient type name, return empty string if not used. */
virtual const CTString &GetGradientName(INDEX iGradient);
/* Get gradient, return FALSE for none. */
virtual BOOL GetGradient(INDEX iGradient, class CGradientParameters &gpGradient);
/* Get classification box stretching vector. */
virtual FLOAT3D GetClassificationBoxStretch(void);
/* Get anim data for given animation property - return NULL for none. */
virtual CAnimData *GetAnimData(SLONG slPropertyOffset);
/* Adjust model shading parameters if needed - return TRUE if needs model shadows. */
virtual BOOL AdjustShadingParameters(FLOAT3D &vLightDirection,
COLOR &colLight, COLOR &colAmbient);
/* Adjust model mip factor if needed. */
virtual void AdjustMipFactor(FLOAT &fMipFactor);
// get a different model object for rendering - so entity can change its appearance dynamically
// NOTE: base model is always used for other things (physics, etc).
virtual CModelObject *GetModelForRendering(void);
virtual CModelInstance *GetModelInstanceForRendering(void);
/* Get field information - return NULL if not a field. */
virtual CFieldSettings *GetFieldSettings(void);
/* Render particles made by this entity. */
virtual void RenderParticles(void);
/* Get current collision box index for this entity. */
virtual INDEX GetCollisionBoxIndex(void);
/* Get current collision box - override for custom collision boxes. */
virtual void GetCollisionBoxParameters(INDEX iBox, FLOATaabbox3D &box, INDEX &iEquality);
/* Render game view */
virtual void RenderGameView(CDrawPort *pdp, void *pvUserData);
// apply mirror and stretch to the entity if supported
virtual void MirrorAndStretch(FLOAT fStretch, BOOL bMirrorX);
// get offset for depth-sorting of alpha models (in meters, positive is nearer)
virtual FLOAT GetDepthSortOffset(void);
// get visibility tweaking bits
virtual ULONG GetVisTweaks(void);
/* Get max tessellation level. */
virtual FLOAT GetMaxTessellationLevel(void);
// get/set pointer to your predictor/predicted (autogenerated by ECC feature)
virtual CEntity *GetPredictionPair(void);
virtual void SetPredictionPair(CEntity *penPair);
// add this entity to prediction
void AddToPrediction(void);
// called by other entities to set time prediction parameter
virtual void SetPredictionTime(TIME tmAdvance); // give time interval in advance to set
// called by engine to get the upper time limit
virtual TIME GetPredictionTime(void); // return moment in time up to which to predict this entity
// get maximum allowed range for predicting this entity
virtual FLOAT GetPredictionRange(void);
// add to prediction entities that this entity depends on
virtual void AddDependentsToPrediction(void);
// copy for prediction
virtual void CopyForPrediction(CEntity &enOrg);
/* Send an event to this entity. */
void SendEvent(const CEntityEvent &ee);
/* Send an event to all entities in a box (box must be around this entity). */
void SendEventInRange(const CEntityEvent &ee, const FLOATaabbox3D &boxRange);
/* apply some damage to the entity (see event EDamage for more info) */
virtual void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection);
/* Receive item through event - for AI purposes only */
virtual BOOL ReceiveItem(const CEntityEvent &ee);
/* Get entity info - for AI purposes only */
virtual void *GetEntityInfo(void);
/* Fill in entity statistics - for AI purposes only */
virtual BOOL FillEntityStatistics(struct EntityStats *pes);
/* Model change notify */
void ModelChangeNotify(void);
/* Terrain change notify */
void TerrainChangeNotify(void);
};
// check if entity is of given class
BOOL ENGINE_API IsOfClass(CEntity *pen, const char *pstrClassName);
BOOL ENGINE_API IsOfSameClass(CEntity *pen1, CEntity *pen2);
// check if entity is of given class or derived from
BOOL ENGINE_API IsDerivedFromClass(CEntity *pen, const char *pstrClassName);
// all standard smart pointer functions are here as inlines
inline CEntityPointer::CEntityPointer(void) : ep_pen(NULL) {};
inline CEntityPointer::~CEntityPointer(void) { ep_pen->RemReference(); };
inline CEntityPointer::CEntityPointer(const CEntityPointer &penOther) : ep_pen(penOther.ep_pen) {
ep_pen->AddReference(); };
inline CEntityPointer::CEntityPointer(CEntity *pen) : ep_pen(pen) {
ep_pen->AddReference(); };
inline const CEntityPointer &CEntityPointer::operator=(CEntity *pen) {
pen->AddReference(); // must first add, then remove!
ep_pen->RemReference();
ep_pen = pen;
return *this;
}
inline const CEntityPointer &CEntityPointer::operator=(const CEntityPointer &penOther) {
penOther.ep_pen->AddReference(); // must first add, then remove!
ep_pen->RemReference();
ep_pen = penOther.ep_pen;
return *this;
}
inline CEntity* CEntityPointer::operator->(void) const { return ep_pen; }
inline CEntityPointer::operator CEntity*(void) const { return ep_pen; }
inline CEntity& CEntityPointer::operator*(void) const { return *ep_pen; }
/////////////////////////////////////////////////////////////////////
// Reference counting functions
inline void CEntity::AddReference(void) {
if (this!=NULL) {
ASSERT(en_ctReferences>=0);
en_ctReferences++;
}
};
inline void CEntity::RemReference(void) {
if (this!=NULL) {
ASSERT(en_ctReferences>0);
en_ctReferences--;
if(en_ctReferences==0) {
delete this;
}
}
};
/*
* Entity that is alive (has health).
*/
class ENGINE_API CLiveEntity : public CEntity {
public:
FLOAT en_fHealth; // health of the entity
/* Copy entity from another entity of same class. */
virtual void Copy(CEntity &enOther, ULONG ulFlags);
/* Read from stream. */
virtual void Read_t( CTStream *istr); // throw char *
/* Write to stream. */
virtual void Write_t( CTStream *ostr); // throw char *
public:
/* Set health of the entity. (Use only for initialization!) */
void SetHealth(FLOAT fHealth) { en_fHealth = fHealth; };
public:
/* Constructor. */
CLiveEntity(void);
/* Get health of the entity. */
FLOAT GetHealth(void) const { return en_fHealth; };
// apply some damage to the entity (see event EDamage for more info)
virtual void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection);
// returns bytes of memory used by this object
inline SLONG GetUsedMemory(void) {
return( sizeof(CLiveEntity) - sizeof(CEntity) + CEntity::GetUsedMemory());
};
};
// flag for entities that are not waiting for thinking
#define THINKTIME_NEVER (-1.f)
/*
* Entity that can percept things and make decisions (one that has its own AI).
*/
class ENGINE_API CRationalEntity : public CLiveEntity {
public:
CListNode en_lnInTimers; // node in list of waiting timers - sorted by wait time
public:
TIME en_timeTimer; // moment in time this entity waits for timer
CStaticStackArray<SLONG> en_stslStateStack; // stack of states for entity AI
/* Calculate physics for moving. */
virtual void ClearMovingTemp(void);
virtual void PreMoving(void);
virtual void DoMoving(void);
virtual void PostMoving(void);
// create a checksum value for sync-check
virtual void ChecksumForSync(ULONG &ulCRC, INDEX iExtensiveSyncCheck);
// dump sync data to text file
virtual void DumpSync_t(CTStream &strm, INDEX iExtensiveSyncCheck); // throw char *
/* Copy entity from another entity of same class. */
virtual void Copy(CEntity &enOther, ULONG ulFlags);
/* Read from stream. */
virtual void Read_t( CTStream *istr); // throw char *
/* Write to stream. */
virtual void Write_t( CTStream *ostr); // throw char *
/* Unwind stack to a given state. */
void UnwindStack(SLONG slThisState);
public:
/* Jump to a new state. */
void Jump(SLONG slThisState, SLONG slTargetState, BOOL bOverride, const CEntityEvent &eeInput);
/* Call a subautomaton. */
void Call(SLONG slThisState, SLONG slTargetState, BOOL bOverride, const CEntityEvent &eeInput);
/* Return from a subautomaton. */
void Return(SLONG slThisState, const CEntityEvent &eeReturn);
// print stack to debug output
const char *PrintStackDebug(void);
/* Set next timer event to occur at given moment time. */
void SetTimerAt(TIME timeAbsolute);
/* Set next timer event to occur after given time has elapsed. */
void SetTimerAfter(TIME timeDelta);
/* Cancel eventual pending timer. */
void UnsetTimer(void);
/* Called after creating and setting its properties. */
virtual void OnInitialize(const CEntityEvent &eeInput);
/* Called before releasing entity. */
virtual void OnEnd(void);
public:
/* Constructor. */
CRationalEntity(void);
/* Handle an event - return false if event was not handled. */
virtual BOOL HandleEvent(const CEntityEvent &ee);
// returns bytes of memory used by this object
inline SLONG GetUsedMemory(void) {
SLONG slUsedMemory = sizeof(CRationalEntity) - sizeof(CLiveEntity) + CLiveEntity::GetUsedMemory();
slUsedMemory += en_stslStateStack.sa_Count * sizeof(SLONG);
return slUsedMemory;
};
};
ENGINE_API void EntityAdjustBonesCallback(void *pData);
ENGINE_API void EntityAdjustShaderParamsCallback(void *pData,INDEX iSurfaceID,CShader *pShader,ShaderParams &spParams);
extern "C" ENGINE_API class CDLLEntityClass CEntity_DLLClass;
extern "C" ENGINE_API class CDLLEntityClass CLiveEntity_DLLClass;
extern "C" ENGINE_API class CDLLEntityClass CRationalEntity_DLLClass;
#endif /* include-once check. */