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#pragma once
#include <SDL_assert.h>
#ifndef b2Assert
#define b2Assert SDL_assert
#endif
#include <Box2D/Box2D.h>
#include "physics/Box2DMath.h"
#include "common/Log.h"
#include "common/Timer.h"
#include "common/IMap.h"
#include "caveexpress/shared/CaveExpressEntityType.h"
#include "caveexpress/shared/CaveExpressAnimation.h"
#include "common/Direction.h"
#include "common/EntityAlignment.h"
#include "common/EntityState.h"
#include "common/EntityType.h"
#include <memory>
#include "common/Math.h"
#include <vector>
#include <list>
#include <string>
#include <stdint.h>
typedef int32_t VisMask;
#define NOTVISIBLE 0x80000000
class SpriteDef;
typedef std::shared_ptr<SpriteDef> SpriteDefPtr;
namespace caveexpress {
class Map;
class IEntity;
class IEntityObserver {
public:
virtual ~IEntityObserver ()
{
}
// callback that is called each time the update method of
// a physics entity is called
virtual void onUpdate (IEntity *entity)
{
}
};
class IEntity {
protected:
std::vector<std::string> _spriteIDs;
uint16_t _id;
const EntityType &_type;
uint32_t _time;
static uint32_t GLOBAL_ENTITY_NUM;
// bitmask of client ids that can see this entity
VisMask _vismask;
const Animation *_animationType;
EntityAlignment _spriteAlignment;
// the current entity state
int _state;
// this is the server size of the object
b2Vec2 _size;
typedef std::vector<IEntityObserver*> EntityObservers;
EntityObservers _observers;
typedef std::vector<b2Body*> BodyList;
typedef BodyList::iterator BodyListIterator;
typedef BodyList::const_iterator BodyListConstIterator;
BodyList _bodies;
// if a state change was made we have to reset the physic collide filters
bool _refilter;
bool _touchingWater;
mutable b2AABB _b2AABB;
b2RopeJoint* _ropeJoint;
// if the entity should be removed, set this to true
bool _remove;
Map& _map;
float _oldGravityScale;
private:
TimerID _animationChangeTimer;
void changeAnimation (const Animation *);
void computeAABB () const;
void deleteBodies ();
bool isSnapshotDirty () const;
struct Snapshot {
b2Vec2 pos;
float angle;
int state;
uint8_t count;
Snapshot (const b2Vec2& __pos, float __angle, int __state) :
pos(__pos), angle(__angle), state(__state), count(0)
{
}
};
mutable Snapshot _snapshot;
public:
IEntity (const EntityType &type, Map& map);
virtual ~IEntity ();
virtual void snapshot () const;
// allows us to clean all box2d stuff before the dtors are called
// this is useful in some situations where the bodies of the entity
// are e.g. still tied to some existing contact
virtual void prepareRemoval ();
// returns true if the entity should get removed
// we may not remove it in the tick due to concurrent modification
// exceptions while looping over the entity lists
virtual bool isRemove () const;
// called when the entity is added to the world
virtual void onSpawn ();
// returns the axis-aligned-bounding-box
virtual const b2AABB& getAABB () const;
// returns the center of the object
// this is not the screen coordinate!
virtual const b2Vec2& getPos () const;
// returns the angle of the entity in radians
virtual float getAngle () const;
virtual void setPos (const b2Vec2& pos);
virtual void setState (int state);
virtual void update (uint32_t deltaTime);
// notifies the entity that another entity was hit. The hit entity will get
// notified about the contact, too. The order in which the listeners are called
// is not defined
virtual void onContact (b2Contact* contact, IEntity* entity);
// notifies the entity that the contact to another entity has ended
virtual void endContact (b2Contact* contact, IEntity* entity);
// This lets you inspect a contact after the solver is finished. This is useful
// for inspecting impulses. This is only called for contacts that are touching,
// solid, and awake.
virtual void onPostSolve (b2Contact* contact, const b2ContactImpulse* impulse, IEntity* entity);
/// This is called after a contact is updated. This allows you to inspect a
/// contact before it goes to the solver. If you are careful, you can modify the
/// contact manifold (e.g. disable contact).
/// This is called after onContact is called.
/// This is not called for sensor bodies.
virtual void onPreSolve (b2Contact* contact, IEntity* entity, const b2Manifold* oldManifold);
// return false if the entity should not collide with the given entity. true
// if it should collide
virtual bool shouldCollide (const IEntity* entity) const;
// return true if the should collide callback should be reevaluated in the next frame
virtual bool shouldRefilter () const;
virtual void remove ();
virtual bool shouldApplyWind () const;
// returns true if something has changed that the clients have to know about
virtual bool isDirty () const;
void addRopeJoint (IEntity *entity);
void removeRopeJoint ();
virtual SpriteDefPtr getSpriteDef () const;
void resetAnimationChange ();
bool setAnimationType (const Animation& type);
// returns the overall needed time until both animations are completely played
int changeAnimations (const Animation& first, const Animation& second = Animation::NONE);
// returns the milliseconds that have to pass until the appended animation is played
int appendAnimation (const Animation& type);
bool isVisibleFor (const IEntity* entity) const;
virtual float getDensity () const;
float getGravityScale () const;
float getMass () const;
b2Vec2 getGravity () const;
inline uint16_t getID () const
{
return _id;
}
inline const std::string& getSpriteID () const
{
return _spriteIDs[0];
}
inline void setSpriteID (const std::string& spriteID)
{
_spriteIDs.clear();
addSpriteID(spriteID);
}
inline void addSpriteID (const std::string& spriteID)
{
_spriteIDs.push_back(spriteID);
}
inline const b2Vec2& getSize () const
{
return _size;
}
inline Map& getMap()
{
return _map;
}
// register an observer for this entity
void registerObserver (IEntityObserver *observer)
{
_observers.push_back(observer);
}
// remove a previously registered observer from this entity
void removeObserver (IEntityObserver *observer)
{
// Traverse through the list and try to find the specified observer
for (EntityObservers::iterator i = _observers.begin(); i != _observers.end();
/* in-loop increment */) {
if (*i == observer) {
_observers.erase(i++);
break;
} else {
++i;
}
}
}
// returns the type of the entity
inline const EntityType& getType () const
{
return _type;
}
inline bool isDestroyed () const
{
return getState() == EntityState::ENTITY_DESTROYED;
}
inline bool isNpc () const
{
return EntityTypes::isNpc(_type);
}
inline bool isPlayer () const
{
return EntityTypes::isPlayer(_type);
}
// true for entities that must be updated in the client (e.g. no fixed position)
inline bool isDynamic () const
{
return EntityTypes::isDynamic(_type);
}
inline bool isCave () const
{
return EntityTypes::isCave(_type);
}
inline bool isCollectable () const
{
return EntityTypes::isCollectable(_type);
}
inline bool isApple () const
{
return EntityTypes::isApple(_type);
}
inline bool isBanana () const
{
return EntityTypes::isBanana(_type);
}
inline bool isFruit () const
{
return EntityTypes::isFruit(_type);
}
inline bool isBomb () const
{
return EntityTypes::isBomb(_type);
}
inline bool isStone () const
{
return EntityTypes::isStone(_type);
}
inline bool isPackageTarget () const
{
return EntityTypes::isPackageTarget(_type);
}
inline bool isPackage () const
{
return EntityTypes::isPackage(_type);
}
inline bool isNpcCave () const
{
return EntityTypes::isNpcCave(_type);
}
bool isNpcFriendly () const;
bool isNpcPackage () const;
inline bool isNpcFlying () const
{
return EntityTypes::isNpcFlying(_type);
}
inline bool isNpcAggressive () const
{
return EntityTypes::isNpcAggressive(_type);
}
inline bool isNpcBlowing () const
{
return EntityTypes::isNpcBlowing(_type);
}
inline bool isNpcFish () const
{
return EntityTypes::isNpcFish(_type);
}
inline bool isNpcWalking () const
{
return EntityTypes::isNpcWalking(_type);
}
inline bool isEgg () const
{
return EntityTypes::isEgg(_type);
}
inline bool isNpcMammut () const
{
return EntityTypes::isNpcMammut(_type);
}
inline bool isNpcAttacking () const
{
return EntityTypes::isNpcAttacking(_type);
}
inline bool isTree () const
{
return EntityTypes::isTree(_type);
}
inline bool isGround () const
{
return EntityTypes::isGround(_type);
}
inline bool isWindow () const
{
return EntityTypes::isWindow(_type);
}
inline bool isDecoration () const
{
return EntityTypes::isDecoration(_type);
}
inline bool isParticle () const
{
return EntityTypes::isParticle(_type);
}
inline bool isWater () const
{
return EntityTypes::isWater(_type);
}
inline bool isMapTile () const
{
return EntityTypes::isMapTile(_type);
}
inline bool isGeyser () const
{
return EntityTypes::isGeyser(_type);
}
inline bool isBorder () const
{
return EntityTypes::isBorder(_type);
}
inline bool isPlatform () const
{
return EntityTypes::isPlatform(_type);
}
inline bool isEmitter () const
{
return EntityTypes::isEmitter(_type);
}
// checks whether the entity is solid. a solid entity will collide with other
// entities by default
inline bool isSolid () const
{
return EntityTypes::isSolid(_type);
}
inline void setVisMask (VisMask vismask)
{
_vismask = vismask;
}
inline VisMask getVisMask () const
{
return _vismask;
}
inline const Animation& getAnimationType () const
{
return *_animationType;
}
inline EntityAlignment getSpriteAlignment () const
{
return _spriteAlignment;
}
inline int getState () const
{
return _state;
}
inline void setPosAndAngle (const b2Vec2& pos, float angle)
{
for (BodyListConstIterator i = _bodies.begin(); i != _bodies.end(); ++i) {
(*i)->SetTransform(pos, angle);
}
}
// angle in radians
inline void setAngle (float angle)
{
setPosAndAngle(getPos(), angle);
}
// register the physics body
void addBody (b2Body* body)
{
_bodies.push_back(body);
computeAABB();
_size = _b2AABB.upperBound - _b2AABB.lowerBound;
Log::debug(LOG_GAMEIMPL, "size: %f:%f, Type: %s", _size.x, _size.y, _type.name.c_str());
}
// returns the physics bodies of the entity
inline const BodyList& getBodies () const
{
return _bodies;
}
// Returns the directions the entity is moving in
Direction getVelocityDirection (IEntity* entity, float vEpsilon = 0.01f) const;
b2Vec2 getImpactVelocity (b2Contact *contact) const;
inline bool isImpactVelocityMoreThan (b2Contact* contact, float impactThreshold) const
{
const b2Vec2& impactV = getImpactVelocity(contact);
return fabs(impactV.x) >= impactThreshold || fabs(impactV.y) >= impactThreshold;
}
inline void setTouchingWater (bool touchingWater)
{
_touchingWater = touchingWater;
}
inline void setGravityScale (float gravityScale)
{
for (BodyListIterator i = _bodies.begin(); i != _bodies.end(); ++i) {
(*i)->SetGravityScale(gravityScale);
}
}
inline void toggleGravityScale ()
{
float gravityScale = getGravityScale();
if (fabs(gravityScale) <= 0.000001f) {
setGravityScale(_oldGravityScale);
} else {
_oldGravityScale = gravityScale;
setGravityScale(0.0f);
}
}
inline void setLinearVelocity (const b2Vec2& v)
{
for (BodyListConstIterator i = _bodies.begin(); i != _bodies.end(); ++i) {
(*i)->SetLinearVelocity(v);
}
}
inline void setAngularVelocity (const float v)
{
for (BodyListConstIterator i = _bodies.begin(); i != _bodies.end(); ++i) {
(*i)->SetAngularVelocity(v);
}
}
inline b2Vec2 getLinearVelocity () const
{
if (_bodies.empty())
return b2Vec2_zero;
return _bodies[0]->GetLinearVelocity();
}
inline float getAngularVelocity () const
{
if (_bodies.empty())
return 0.0f;
return _bodies[0]->GetAngularVelocity();
}
inline float getInertia () const
{
if (_bodies.empty())
return 0.0f;
return _bodies[0]->GetInertia();
}
inline void applyTorque (float torque)
{
for (BodyListConstIterator i = _bodies.begin(); i != _bodies.end(); ++i) {
(*i)->ApplyTorque(torque, true);
}
}
inline b2Vec2 getLinearVelocityFromWorldPoint (const b2Vec2& worldPoint) const
{
if (_bodies.empty())
return b2Vec2_zero;
return _bodies[0]->GetLinearVelocityFromWorldPoint(worldPoint);
}
inline void setLinearDamping (float linearDamping)
{
for (BodyListConstIterator i = _bodies.begin(); i != _bodies.end(); ++i) {
(*i)->SetLinearDamping(linearDamping);
}
}
inline void applyLinearImpulse (const b2Vec2& impulse)
{
for (BodyListConstIterator i = _bodies.begin(); i != _bodies.end(); ++i) {
(*i)->ApplyLinearImpulse(impulse, (*i)->GetWorldCenter(), true);
}
}
inline void setAngularDamping (float angularDamping)
{
for (BodyListConstIterator i = _bodies.begin(); i != _bodies.end(); ++i) {
(*i)->SetAngularDamping(angularDamping);
}
}
inline void applyForceToCenter (const b2Vec2& force)
{
for (BodyListConstIterator i = _bodies.begin(); i != _bodies.end(); ++i) {
(*i)->ApplyForceToCenter(force, true);
}
}
inline bool isTouchingWater () const
{
return _touchingWater;
}
virtual void clearJoint (b2Joint *joint)
{
if (_ropeJoint == joint)
_ropeJoint = nullptr;
}
};
}
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