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- #include "Entity.h"
- #include "Globals.h"
- ActionTarget::ActionTarget( Framework::Vec3<int> blockPos, Direction blockSide )
- : blockPos( blockPos ),
- targetBlockSide( blockSide ),
- entityId( -1 )
- {}
- ActionTarget::ActionTarget( int entityId )
- : entityId( entityId )
- {}
- ActionTarget* ActionTarget::load( Framework::StreamReader* zReader )
- {
- char b;
- zReader->lese( &b, 1 );
- if( b == 1 )
- {
- int id;
- zReader->lese( (char*)&id, 4 );
- return new ActionTarget( id );
- }
- else if( b == 2 )
- {
- Framework::Vec3<int> pos;
- Direction side;
- zReader->lese( (char*)&pos.x, 4 );
- zReader->lese( (char*)&pos.y, 4 );
- zReader->lese( (char*)&pos.z, 4 );
- zReader->lese( (char*)&side, 4 );
- return new ActionTarget( pos, side );
- }
- return 0;
- }
- bool ActionTarget::isBlock() const
- {
- return entityId == -1;
- }
- bool ActionTarget::isEntity() const
- {
- return entityId >= 0;
- }
- int ActionTarget::getEntityId() const
- {
- return entityId;
- }
- Framework::Vec3<int> ActionTarget::getBlockPos() const
- {
- return blockPos;
- }
- Direction ActionTarget::getBlockSide() const
- {
- return targetBlockSide;
- }
- Framework::Either<Block*, Entity*> ActionTarget::zTarget( int dimension ) const
- {
- if( entityId >= 0 )
- return currentGame->zEntity( entityId );
- else
- return currentGame->zBlockAt( blockPos, dimension );
- }
- Framework::Either<Block*, Entity*> ActionTarget::getTarget( int dimension ) const
- {
- if( entityId >= 0 )
- return currentGame->getEntity( entityId );
- else
- return currentGame->getBlockAt( blockPos, dimension );
- }
- Entity::Entity( const EntityType* zType, bool hasInventory )
- : Model3D(), Inventory( { 0.f, 0.f, 0.f }, hasInventory ), zEntityType( zType ), target( 0 )
- {}
- Entity::~Entity()
- {
- if( target )
- delete target;
- }
- bool Entity::tick( double time )
- {
- setPosition( location );
- // TODO: calculate rotation based on faceDir
- return Model3D::tick( time );
- }
- int Entity::getId() const
- {
- return id;
- }
- const EntityType* Entity::zType() const
- {
- return zEntityType;
- }
- int Entity::getCurrentDimension() const
- {
- return currentDimensionId;
- }
- void Entity::lock()
- {
- cs.lock();
- }
- void Entity::unlock()
- {
- cs.unlock();
- }
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