quake4-sdk/source/mpgame/client/ClientEntity.h

220 lines
6.3 KiB
C++

//----------------------------------------------------------------
// ClientEntity.h
//
// Copyright 2002-2004 Raven Software
//----------------------------------------------------------------
#ifndef __GAME_CLIENT_ENTITY_H__
#define __GAME_CLIENT_ENTITY_H__
class rvClientEntity : public idClass {
public:
ABSTRACT_PROTOTYPE( rvClientEntity );
rvClientEntity ( void );
virtual ~rvClientEntity ( void );
void Spawn ( void );
virtual void Present ( void );
virtual void Think ( void );
virtual idPhysics* GetPhysics ( void ) const;
virtual bool Collide ( const trace_t &collision, const idVec3 &velocity );
void SetOrigin ( const idVec3& origin );
void SetAxis ( const idMat3& axis );
const idVec3& GetOrigin ( void );
const idMat3& GetAxis ( void );
void Bind ( idEntity* master, jointHandle_t joint = INVALID_JOINT, bool isOrientated = false );
void Unbind ( void );
virtual bool IsClient ( void ) const;
virtual void DrawDebugInfo ( void ) const;
void SetSoundVolume( float volume );
bool StartSound( const char *soundName, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length );
int StartSoundShader ( const idSoundShader *shader, const s_channelType channel, int soundShaderFlags );
// I'm guessing someone may decide to derive from rvClientEntity, so this virtual.
virtual size_t Size ( void ) const;
virtual void FreeEntityDef ( void );
const idEntityPtr<idEntity>& GetBindMaster( void ) const;
void Save ( idSaveGame *savefile ) const;
void Restore ( idRestoreGame *savefile );
virtual void GetImpactInfo ( idEntity *ent, int id, const idVec3 &point, impactInfo_t *info );
virtual void ApplyImpulse ( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse, bool splash );
virtual void AddForce ( idEntity *ent, int id, const idVec3 &point, const idVec3 &force );
virtual bool UpdateAnimationControllers( void );
void InitDefaultPhysics ( const idVec3 &origin, const idMat3 &axis );
protected:
void RunPhysics ( void );
virtual void UpdateBind ( void );
void UpdateSound ( void );
public:
int entityNumber;
idLinkList<rvClientEntity> spawnNode;
idLinkList<rvClientEntity> bindNode;
idDict spawnArgs;
protected:
idPhysics_Static defaultPhysicsObj; // default physics object
idPhysics* physics;
idVec3 worldOrigin;
idVec3 worldVelocity;
idMat3 worldAxis;
idEntityPtr<idEntity> bindMaster;
idVec3 bindOrigin;
idMat3 bindAxis;
jointHandle_t bindJoint;
bool bindOrientated;
refSound_t refSound;
};
ID_INLINE const idVec3& rvClientEntity::GetOrigin ( void ) {
return worldOrigin;
}
ID_INLINE const idMat3& rvClientEntity::GetAxis ( void ) {
return worldAxis;
}
ID_INLINE const idEntityPtr<idEntity>& rvClientEntity::GetBindMaster( void ) const {
return bindMaster;
}
//============================================================================
template< class type >
class rvClientEntityPtr {
public:
rvClientEntityPtr();
rvClientEntityPtr<type> & operator=( type* cent );
int GetSpawnId ( void ) const { return spawnId; }
bool SetSpawnId ( int id );
bool UpdateSpawnId ( void );
bool IsValid ( void ) const;
type * GetEntity ( void ) const;
int GetEntityNum ( void ) const;
type * operator-> ( void ) const { return GetEntity ( ); }
operator type* ( void ) const { return GetEntity ( ); }
void Save ( idSaveGame *savefile ) const;
void Restore ( idRestoreGame *savefile );
private:
int spawnId;
};
template< class type >
ID_INLINE rvClientEntityPtr<type>::rvClientEntityPtr() {
spawnId = 0;
}
template< class type >
ID_INLINE rvClientEntityPtr<type> &rvClientEntityPtr<type>::operator=( type *cent ) {
if ( cent == NULL ) {
spawnId = 0;
} else {
spawnId = ( gameLocal.clientSpawnIds[cent->entityNumber] << CENTITYNUM_BITS ) | cent->entityNumber;
}
return *this;
}
template< class type >
ID_INLINE bool rvClientEntityPtr<type>::SetSpawnId( int id ) {
if ( ( id >> CENTITYNUM_BITS ) == gameLocal.clientSpawnIds[ id & ( ( 1 << CENTITYNUM_BITS ) - 1 ) ] ) {
spawnId = id;
return true;
}
return false;
}
template< class type >
ID_INLINE bool rvClientEntityPtr<type>::IsValid( void ) const {
return ( gameLocal.clientSpawnIds[ spawnId & ( ( 1 << CENTITYNUM_BITS ) - 1 ) ] == ( ( spawnId >> CENTITYNUM_BITS ) & ( 0xffffffff >> CENTITYNUM_BITS ) ) );
}
template< class type >
ID_INLINE type *rvClientEntityPtr<type>::GetEntity( void ) const {
int entityNum = spawnId & ( ( 1 << CENTITYNUM_BITS ) - 1 );
if ( ( gameLocal.clientSpawnIds[ entityNum ] == ( ( spawnId >> CENTITYNUM_BITS ) & ( 0xffffffff >> CENTITYNUM_BITS ) ) ) ) {
return static_cast<type *>( gameLocal.clientEntities[ entityNum ] );
}
return NULL;
}
template< class type >
ID_INLINE int rvClientEntityPtr<type>::GetEntityNum( void ) const {
return ( spawnId & ( ( 1 << CENTITYNUM_BITS ) - 1 ) );
}
template< class type >
ID_INLINE void rvClientEntityPtr<type>::Save( idSaveGame *savefile ) const {
savefile->WriteInt( spawnId );
}
template< class type >
ID_INLINE void rvClientEntityPtr<type>::Restore( idRestoreGame *savefile ) {
savefile->ReadInt( spawnId );
}
/*
===============================================================================
rvClientPhysics
===============================================================================
*/
class rvClientPhysics : public idEntity {
public:
CLASS_PROTOTYPE( rvClientPhysics );
rvClientPhysics( void ) { currentEntityNumber = -1; }
void Spawn( void );
virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
virtual void PushBindInfo( idEntity* master, jointHandle_t joint, bool orientated );
virtual void PopBindInfo( void );
virtual void PushOriginInfo( const idVec3& origin, const idMat3& axis );
virtual void PopOriginInfo( void );
// client side entities. make sure the networking doesn't fuck around with this
virtual bool ClientStale( void ) { assert( false ); return false; }
virtual void ClientUnstale( void ) { assert( false ); }
int currentEntityNumber;
private:
idEntity* pushedBindMaster;
jointHandle_t pushedBindJoint;
idVec3 pushedOrigin;
idMat3 pushedAxis;
bool pushedOrientated;
};
#endif // __GAME_CLIENT_ENTITY_H__