EntityType.cpp 3.0 KB

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  1. #include "EntityType.h"
  2. #include "Entity.h"
  3. #include "Game.h"
  4. EntityType::EntityType( int id )
  5. : ReferenceCounter(),
  6. id( id )
  7. {
  8. StaticRegistry<EntityType>::INSTANCE.registerT( this, id );
  9. }
  10. void EntityType::loadSuperEntity( Entity* zEntity, Framework::StreamReader* zReader ) const
  11. {
  12. zEntity->loadInventory( zReader );
  13. zReader->lese( (char*)&zEntity->id, 4 );
  14. zReader->lese( (char*)&zEntity->maxHP, 4 );
  15. zReader->lese( (char*)&zEntity->currentHP, 4 );
  16. zReader->lese( (char*)&zEntity->stamina, 4 );
  17. zReader->lese( (char*)&zEntity->maxStamina, 4 );
  18. zReader->lese( (char*)&zEntity->hunger, 4 );
  19. zReader->lese( (char*)&zEntity->maxHunger, 4 );
  20. zReader->lese( (char*)&zEntity->thirst, 4 );
  21. zReader->lese( (char*)&zEntity->maxThirst, 4 );
  22. zReader->lese( (char*)&zEntity->speed.x, 4 );
  23. zReader->lese( (char*)&zEntity->speed.y, 4 );
  24. zReader->lese( (char*)&zEntity->speed.z, 4 );
  25. zReader->lese( (char*)&zEntity->faceDir.x, 4 );
  26. zReader->lese( (char*)&zEntity->faceDir.y, 4 );
  27. zReader->lese( (char*)&zEntity->currentDimensionId, 4 );
  28. zReader->lese( (char*)&zEntity->location.x, 4 );
  29. zReader->lese( (char*)&zEntity->location.y, 4 );
  30. zReader->lese( (char*)&zEntity->location.z, 4 );
  31. }
  32. void EntityType::saveSuperEntity( Entity* zEntity, Framework::StreamWriter* zWriter ) const
  33. {
  34. zEntity->saveInventory( zWriter );
  35. zWriter->schreibe( (char*)&zEntity->id, 4 );
  36. zWriter->schreibe( (char*)&zEntity->maxHP, 4 );
  37. zWriter->schreibe( (char*)&zEntity->currentHP, 4 );
  38. zWriter->schreibe( (char*)&zEntity->stamina, 4 );
  39. zWriter->schreibe( (char*)&zEntity->maxStamina, 4 );
  40. zWriter->schreibe( (char*)&zEntity->hunger, 4 );
  41. zWriter->schreibe( (char*)&zEntity->maxHunger, 4 );
  42. zWriter->schreibe( (char*)&zEntity->thirst, 4 );
  43. zWriter->schreibe( (char*)&zEntity->maxThirst, 4 );
  44. zWriter->schreibe( (char*)&zEntity->speed.x, 4 );
  45. zWriter->schreibe( (char*)&zEntity->speed.y, 4 );
  46. zWriter->schreibe( (char*)&zEntity->speed.z, 4 );
  47. zWriter->schreibe( (char*)&zEntity->faceDir.x, 4 );
  48. zWriter->schreibe( (char*)&zEntity->faceDir.y, 4 );
  49. zWriter->schreibe( (char*)&zEntity->currentDimensionId, 4 );
  50. zWriter->schreibe( (char*)&zEntity->location.x, 4 );
  51. zWriter->schreibe( (char*)&zEntity->location.y, 4 );
  52. zWriter->schreibe( (char*)&zEntity->location.z, 4 );
  53. }
  54. void EntityType::createSuperEntity( Entity* zEntity ) const
  55. {}
  56. Entity* EntityType::loadEntity( Framework::StreamReader* zReader ) const
  57. {
  58. Entity* entity = createEntity( Framework::Vec3<float>( 0, 0, 0 ), 0, 0 );
  59. loadSuperEntity( entity, zReader );
  60. return entity;
  61. }
  62. void EntityType::saveEntity( Entity* zEntity, Framework::StreamWriter* zWriter ) const
  63. {
  64. saveSuperEntity( zEntity, zWriter );
  65. }
  66. Entity* EntityType::createEntityAt( Framework::Vec3<float> position, int dimensionId ) const
  67. {
  68. Entity* entity = createEntity( position, dimensionId, Game::INSTANCE->getNextEntityId() );
  69. createSuperEntity( entity );
  70. return entity;
  71. }
  72. int EntityType::getId() const
  73. {
  74. return id;
  75. }