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source: orxonox.OLD/orxonox/branches/parenting/src/world_entity.cc @ 3339

Last change on this file since 3339 was 3309, checked in by patrick, 20 years ago

orxonox/branches/parenting: added a second worldentity just to test the lists - working but not drawing since there is no model loaded. including second object (importer) results in SEGFAULT

File size: 6.0 KB
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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}
42
43/**
44   \brief standard destructor
45*/
46WorldEntity::~WorldEntity ()
47{
48  if( collisioncluster != NULL) delete collisioncluster;
49}
50
51/**
52   \brief get the Location of the WorldEntity
53   \return a pointer to location
54*/
55/*PN
56Location* WorldEntity::getLocation ()
57{
58  return &loc;
59}
60*/
61
62/**
63   \brief get the Placement of the WorldEntity
64   \return a pointer to placement
65*/
66 /*PN
67Placement* WorldEntity::getPlacement ()
68{
69  return &place;
70}
71 */
72/**
73   \brief query whether the WorldEntity in question is free
74   \return true if the WorldEntity is free or false if it isn't
75*/
76bool WorldEntity::isFree ()
77{
78  return bFree;
79}
80
81/**
82   \brief set the WorldEntity's collision hull
83   \param newhull: a pointer to a completely assembled CollisionCluster
84   
85   Any previously assigned collision hull will be deleted on reassignment
86*/
87void WorldEntity::setCollision (CollisionCluster* newhull)
88{
89  if( newhull == NULL) return;
90  if( collisioncluster != NULL) delete collisioncluster;
91  collisioncluster = newhull;
92}
93
94
95/**
96   \brief this method is called every frame
97   \param time: the time in seconds that has passed since the last tick
98   
99   Handle all stuff that should update with time inside this method (movement, animation, etc.)
100*/
101void WorldEntity::tick(float time) 
102{
103}
104
105
106/**
107    \brief process draw function
108*/
109void WorldEntity::processDraw ()
110{
111  this->draw ();
112  PNode* pn = this->children->enumerate ();
113  while( pn != NULL) 
114    { 
115      ((WorldEntity*)pn)->processDraw ();
116      pn = this->children->nextElement();
117    } 
118}
119
120
121void WorldEntity::setDrawable (bool bDraw)
122{
123  this->bDraw = bDraw;
124}
125
126
127/**
128   \brief the entity is drawn onto the screen with this function
129   
130   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.
131*/
132void WorldEntity::draw() 
133{}
134
135/**
136   \brief this function is called, when two entities collide
137   \param other: the world entity with whom it collides
138   \param ownhitflags: flags to the CollisionCluster subsections that registered an impact
139   \param otherhitflags: flags to the CollisionCluster subsections of the other entity that registered an impact
140
141   Implement behaviour like damage application or other miscellaneous collision stuff in this function
142*/
143void WorldEntity::collide(WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) {}
144
145/**
146   \brief this function is called, when the ship is hit by a waepon
147   \param weapon: the laser/rocket/shoot that hits.
148   \param loc: place where it is hit
149
150   calculate the damage depending
151*/
152void WorldEntity::hit(WorldEntity* weapon, Vector loc) {}
153
154/**
155   \brief this function is called when the entity is to be destroied
156   
157   This can be called, if eg. something realy bad happens :)
158*/
159void WorldEntity::destroy() {}
160
161
162/**
163   \brief basic initialisation for bound Entities
164*/
165void WorldEntity::init( Location* spawnloc, WorldEntity* spawnowner)
166{
167  //  loc = *spawnloc;
168  //owner = spawnowner;
169}
170
171/**
172   \brief basic initialisation for free Entities
173*/
174void WorldEntity::init( Placement* spawnplc, WorldEntity* spawnowner)
175{
176  //place = *spawnplc;
177  //owner = spawnowner;
178}
179
180/**
181   \brief this is called immediately after the Entity has been constructed and initialized
182   
183   Put any initialisation code that requires knowledge of location (placement if the Entity is free) and owner of the entity here.
184   DO NOT place such code in the constructor, those variables are set AFTER the entity is constucted.
185*/
186void WorldEntity::postSpawn ()
187{
188}
189
190/**
191   \brief this handles incoming command messages
192   \param cmd: a pointer to the incoming Command structure
193   
194   Put all code that handles Command messages here, this will mainly be called by the assigned CommandNode but can also be used
195   to send commands from one WorldEntity to another.
196*/
197void WorldEntity::command (Command* cmd)
198{
199}
200
201/**
202   \brief this is called by the local Camera to determine the point it should look at on the WorldEntity
203   \param locbuf: a pointer to the buffer to fill with a location to look at
204       
205   You may put any Location you want into locbuf, the Camera will determine via the corresponding Track how
206   to look at the location you return with this.
207*/
208/*PN
209void WorldEntity::getLookat (Location* locbuf)
210{
211}
212*/
213
214/**
215   \brief this method is called by the world if the WorldEntity leaves valid gamespace
216   
217   For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a
218   place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy).
219*/
220void WorldEntity::leftWorld ()
221{
222}
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