Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/orxonox/branches/parenting/src/world_entity.cc @ 3307

Last change on this file since 3307 was 3302, checked in by patrick, 20 years ago

orxonox/branches/parenting: implemented parenting and added to framework. sill got some problems with how to pass events through the new entity list (now part of the parenting-framework). changed to a more accurate way of coordinat-ing, the openGL coord-orientation. therefore the world is realy strange because it flies into the wrong direction.

File size: 6.0 KB
Line 
1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
15   co-programmer: Christian Meyer
16*/
17
18#include <iostream>
19
20#include "world_entity.h"
21#include "stdincl.h"
22#include "collision.h"
23
24using namespace std;
25
26/**
27   \brief standard constructor
28   
29   Every derived contructor HAS to call the previous one supplying the isFree parameter. This is necessary to distunguish
30   between free and bound entities. The difference between them is simply the fact that the movement of a free entity is
31   not bound to the track of a world. Use this to implement projectile or effect classes that do not have to travel along the track.
32   To specify an entity to be free or bound set the default parameter in the declaration of the constructor.
33   Theoretically you should never have to call the constructor of an Entity directly, for it is called by the spawn() function of the World
34   class. So if you want to create a new entity at any time, call World::spawn(). It will handle everything that is necessary.
35*/
36WorldEntity::WorldEntity (bool isFree) : bFree(isFree)
37{
38  this->setClassName ("WorldEntity");
39  this->bDraw = true;
40  collisioncluster = NULL;
41  owner = NULL;
42}
43
44/**
45   \brief standard destructor
46*/
47WorldEntity::~WorldEntity ()
48{
49  if( collisioncluster != NULL) delete collisioncluster;
50}
51
52/**
53   \brief get the Location of the WorldEntity
54   \return a pointer to location
55*/
56/*PN
57Location* WorldEntity::getLocation ()
58{
59  return &loc;
60}
61*/
62
63/**
64   \brief get the Placement of the WorldEntity
65   \return a pointer to placement
66*/
67 /*PN
68Placement* WorldEntity::getPlacement ()
69{
70  return &place;
71}
72 */
73/**
74   \brief query whether the WorldEntity in question is free
75   \return true if the WorldEntity is free or false if it isn't
76*/
77bool WorldEntity::isFree ()
78{
79  return bFree;
80}
81
82/**
83   \brief set the WorldEntity's collision hull
84   \param newhull: a pointer to a completely assembled CollisionCluster
85   
86   Any previously assigned collision hull will be deleted on reassignment
87*/
88void WorldEntity::setCollision (CollisionCluster* newhull)
89{
90  if( newhull == NULL) return;
91  if( collisioncluster != NULL) delete collisioncluster;
92  collisioncluster = newhull;
93}
94
95
96/**
97   \brief this method is called every frame
98   \param time: the time in seconds that has passed since the last tick
99   
100   Handle all stuff that should update with time inside this method (movement, animation, etc.)
101*/
102void WorldEntity::tick(float time) 
103{
104}
105
106
107/**
108    \brief process draw function
109*/
110void WorldEntity::processDraw ()
111{
112  this->draw ();
113  PNode* pn = this->children->enumerate ();
114  while( pn != NULL) 
115    { 
116      ((WorldEntity*)pn)->processDraw ();
117      pn = this->children->nextElement();
118    } 
119}
120
121
122void WorldEntity::setDrawable (bool bDraw)
123{
124  this->bDraw = bDraw;
125}
126
127
128/**
129   \brief the entity is drawn onto the screen with this function
130   
131   This is a central function of an entity: call it to let the entity painted to the screen. Just override this function with whatever you want to be drawn.
132*/
133void WorldEntity::draw() 
134{}
135
136/**
137   \brief this function is called, when two entities collide
138   \param other: the world entity with whom it collides
139   \param ownhitflags: flags to the CollisionCluster subsections that registered an impact
140   \param otherhitflags: flags to the CollisionCluster subsections of the other entity that registered an impact
141
142   Implement behaviour like damage application or other miscellaneous collision stuff in this function
143*/
144void WorldEntity::collide(WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) {}
145
146/**
147   \brief this function is called, when the ship is hit by a waepon
148   \param weapon: the laser/rocket/shoot that hits.
149   \param loc: place where it is hit
150
151   calculate the damage depending
152*/
153void WorldEntity::hit(WorldEntity* weapon, Vector loc) {}
154
155/**
156   \brief this function is called when the entity is to be destroied
157   
158   This can be called, if eg. something realy bad happens :)
159*/
160void WorldEntity::destroy() {}
161
162
163/**
164   \brief basic initialisation for bound Entities
165*/
166void WorldEntity::init( Location* spawnloc, WorldEntity* spawnowner)
167{
168  //  loc = *spawnloc;
169  //owner = spawnowner;
170}
171
172/**
173   \brief basic initialisation for free Entities
174*/
175void WorldEntity::init( Placement* spawnplc, WorldEntity* spawnowner)
176{
177  //place = *spawnplc;
178  //owner = spawnowner;
179}
180
181/**
182   \brief this is called immediately after the Entity has been constructed and initialized
183   
184   Put any initialisation code that requires knowledge of location (placement if the Entity is free) and owner of the entity here.
185   DO NOT place such code in the constructor, those variables are set AFTER the entity is constucted.
186*/
187void WorldEntity::postSpawn ()
188{
189}
190
191/**
192   \brief this handles incoming command messages
193   \param cmd: a pointer to the incoming Command structure
194   
195   Put all code that handles Command messages here, this will mainly be called by the assigned CommandNode but can also be used
196   to send commands from one WorldEntity to another.
197*/
198void WorldEntity::command (Command* cmd)
199{
200}
201
202/**
203   \brief this is called by the local Camera to determine the point it should look at on the WorldEntity
204   \param locbuf: a pointer to the buffer to fill with a location to look at
205       
206   You may put any Location you want into locbuf, the Camera will determine via the corresponding Track how
207   to look at the location you return with this.
208*/
209/*PN
210void WorldEntity::getLookat (Location* locbuf)
211{
212}
213*/
214
215/**
216   \brief this method is called by the world if the WorldEntity leaves valid gamespace
217   
218   For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a
219   place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy).
220*/
221void WorldEntity::leftWorld ()
222{
223}
Note: See TracBrowser for help on using the repository browser.