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source: orxonox.OLD/branches/cr/src/world_entities/world_entity.h @ 8169

Last change on this file since 8169 was 8169, checked in by patrick, 18 years ago

cr: using a new damage structure for dealing damage. working

File size: 7.0 KB
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1/*!
2 * @file world_entity.h
3 * Definition of the basic WorldEntity
4 */
5
6#ifndef _WORLD_ENTITY_H
7#define _WORLD_ENTITY_H
8
9#include "p_node.h"
10#include "synchronizeable.h"
11#include "model.h"
12
13#include "cr_engine.h"
14#include "object_manager.h"
15#include "glincl.h"
16#include <vector>
17
18#include "physics_interface.h"
19
20
21
22// FORWARD DECLARATION
23namespace OrxSound { class SoundBuffer; class SoundSource; }
24namespace OrxGui { class GLGuiWidget; class GLGuiBar; };
25
26class BVTree;
27class BoundingVolume;
28class Model;
29class CollisionHandle;
30class Collision;
31
32
33//class CharacterAttributes;
34
35
36//! Basis-class all interactive stuff in the world is derived from
37class WorldEntity : public PNode
38{
39public:
40  WorldEntity();
41  virtual ~WorldEntity ();
42
43  virtual void loadParams(const TiXmlElement* root);
44
45  void loadModel(const std::string& fileName, float scaling = 1.0f, unsigned int modelNumber = 0, unsigned int obbTreeDepth = 4);
46  void setModel(Model* model, unsigned int modelNumber = 0);
47  Model* getModel(unsigned int modelNumber = 0) const { return (this->models.size() > modelNumber)? this->models[modelNumber] : NULL; };
48
49  inline void loadMD2Texture(const std::string& fileName) { this->md2TextureFileName = fileName; }
50
51  /** @param visibility if the Entity should be visible (been draw) */
52  void setVisibiliy (bool visibility) { this->bVisible = visibility; };
53  /** @returns true if the entity is visible, false otherwise */
54  inline bool isVisible() const { return this->bVisible; };
55
56  virtual void reset();
57
58  virtual void postSpawn ();
59  virtual void leaveWorld ();
60  virtual void destroy() {};
61
62  virtual void tick (float time);
63  virtual void draw () const;
64
65  /* --- Collision Detection Block  --- */
66  bool buildObbTree(int depth);
67  virtual void collidesWith (WorldEntity* entity, const Vector& location);
68  /** @returns a reference to the obb tree of this worldentity */
69  inline BVTree* getOBBTree() const { return this->obbTree; };
70  void drawBVTree(int depth, int drawMode) const;
71
72  /* --- Collision Reaction Block --- */
73  void subscribeReaction(CREngine::CRType type);
74  void subscribeReaction(CREngine::CRType type, long target1);
75  void subscribeReaction(CREngine::CRType type, long target1, long target2);
76  void subscribeReaction(CREngine::CRType type, long target1, long target2, long target3);
77  void subscribeReaction(CREngine::CRType type, long target1, long target2, long target3, long target4);
78
79  void unsubscribeReaction(CREngine::CRType type);
80  void unsubscribeReaction();
81
82  bool registerCollision(WorldEntity* entityA, WorldEntity* entityB, BoundingVolume* bvA, BoundingVolume* bvB);
83  /** @return true if there is at least on collision reaction subscribed */
84  inline bool isReactive() const { return this->bReactive; }
85
86  CollisionHandle* getCollisionHandle(CREngine::CRType type) const { return this->collisionHandles[type]; }
87
88
89  /* @returns the Count of Faces on this WorldEntity */
90  //unsigned int getFaceCount () const { return (this->model != NULL)?this->model->getFaceCount():0; };
91  //  void addAbility(Ability* ability);
92  //  void removeAbility(Ability* ability);
93  //  void setCharacterAttributes(CharacterAttributes* charAttr);
94  //  CharacterAttributes* getCharacterAttributes();
95
96  /* --- Object Manager Block --- */
97  void toList(OM_LIST list);
98  /** @returns a Reference to the objectListNumber to set. */
99  OM_LIST& getOMListNumber() { return this->objectListNumber; }
100  /** @returns a Reference to the Iterator */
101  ObjectManager::EntityList::iterator& getEntityIterator() { return this->objectListIterator; }
102
103  /* --- Network Block --- */
104  int       writeState(const byte* data, int length, int sender);
105  int       readState(byte* data, int maxLength );
106
107  /* --- Character Attribute Block --- */
108  /** @returns the damage dealt by this world entity */
109  float getDamage() const { return this->damage; }
110  /** sets the damage dealt to @param damage damage per second */
111  void setDamage(float damage) { this->damage = damage; }
112  /** @returns the Energy of the entity */
113  float getHealth() const { return this->health; };
114  /** @returns the Maximum energy this entity can be charged with */
115  float getHealthMax() const { return this->healthMax; }
116  float increaseHealth(float health);
117  float decreaseHealth(float health);
118  void increaseHealthMax(float increaseHealth);
119  OrxGui::GLGuiWidget* getHealthWidget();
120  bool hasHealthWidget() const { return this->healthWidget; };
121
122
123  //FIXME: the PhysicsInterface and the whole PEngine should probably be reviewed. Here its just used to store the vars
124  /* --- Physics Interface --- */
125  inline PhysicsInterface getPhysicsInterface() const { return this->physicsInterface; }
126  inline float getMass() const { return this->physicsInterface.getMass(); }
127  inline float getTotalMass() const { return this->physicsInterface.getTotalMass(); }
128
129
130  /* --- Misc Stuff Block --- */
131  void debugWE() { this->debugEntity(); }
132  ;  ///FIXME
133  void debugEntity() const;
134
135
136protected:
137  void setHealth(float health) { this->health = health; this->updateHealthWidget();};
138  void setHealthWidgetVisibilit(bool visibility);
139  void setHealthMax(float healthMax);
140  void createHealthWidget();
141
142  //  CharacterAttributes*    charAttr;         //!< the character attributes of a world_entity
143private:
144  void updateHealthWidget();
145
146private:
147  /// TODO maybe we will move the following three entries and the corresponding functions to Playable AND NPC
148  float                   damage;             //!< the damage dealt to other objects by colliding.
149  float                   health;             //!< The Energy of this Entity, if the Entity has any energy at all.
150  float                   healthMax;          //!< The Maximal energy this entity can take.
151  OrxGui::GLGuiBar*       healthWidget;       //!< The Slider (if wanted).
152
153  std::vector<Model*>     models;             //!< The model that should be loaded for this entity.
154  std::string             md2TextureFileName; //!< the file name of the md2 model texture, only if this
155  std::string             modelLODName;       //!< the name of the model lod file
156  BVTree*                 obbTree;            //!< this is the obb tree reference needed for collision detection
157
158  bool                    bCollide;           //!< If it should be considered for the collisiontest.
159  bool                    bVisible;           //!< If it should be visible.
160
161  OM_LIST                           objectListNumber;             //!< The ObjectList from ObjectManager this Entity is in.
162  ObjectManager::EntityList::iterator objectListIterator;         //!< The iterator position of this Entity in the given list of the ObjectManager.
163
164  float                   scaling;                                //!< the scaling of the model
165  CollisionHandle*        collisionHandles[CREngine::CR_NUMBER];  //!< the list of the collision reactions
166  bool                    bReactive;                              //!< true if there is at least one collision reaction subscibed
167
168  PhysicsInterface        physicsInterface;  //!< the physics object of the WorldEntity
169
170};
171
172#endif /* _WORLD_ENTITY_H */
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