[2036] | 1 | |
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| 2 | |
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| 3 | /* |
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| 4 | orxonox - the future of 3D-vertical-scrollers |
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| 5 | |
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| 6 | Copyright (C) 2004 orx |
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| 7 | |
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| 8 | This program is free software; you can redistribute it and/or modify |
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| 9 | it under the terms of the GNU General Public License as published by |
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| 10 | the Free Software Foundation; either version 2, or (at your option) |
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| 11 | any later version. |
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| 12 | |
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| 13 | ### File Specific: |
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| 14 | main-programmer: Patrick Boenzli |
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[2190] | 15 | co-programmer: Christian Meyer |
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[2036] | 16 | */ |
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| 17 | |
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| 18 | #include <iostream> |
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| 19 | |
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| 20 | #include "world_entity.h" |
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[3803] | 21 | #include "model.h" |
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[3608] | 22 | #include "list.h" |
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[3803] | 23 | #include "vector.h" |
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[3608] | 24 | |
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| 25 | //#include "stdincl.h" |
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[3474] | 26 | //#include "collision.h" |
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[2036] | 27 | |
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| 28 | using namespace std; |
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| 29 | |
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[2043] | 30 | /** |
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[2190] | 31 | \brief standard constructor |
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| 32 | |
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| 33 | Every derived contructor HAS to call the previous one supplying the isFree parameter. This is necessary to distunguish |
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| 34 | between free and bound entities. The difference between them is simply the fact that the movement of a free entity is |
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| 35 | 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. |
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| 36 | To specify an entity to be free or bound set the default parameter in the declaration of the constructor. |
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| 37 | Theoretically you should never have to call the constructor of an Entity directly, for it is called by the spawn() function of the World |
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| 38 | class. So if you want to create a new entity at any time, call World::spawn(). It will handle everything that is necessary. |
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[2043] | 39 | */ |
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[2190] | 40 | WorldEntity::WorldEntity (bool isFree) : bFree(isFree) |
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| 41 | { |
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[3365] | 42 | this->setClassName ("WorldEntity"); |
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[2822] | 43 | this->bDraw = true; |
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[3803] | 44 | this->model = NULL; |
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[3474] | 45 | // collisioncluster = NULL; |
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[2190] | 46 | } |
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[2043] | 47 | |
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| 48 | /** |
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[3245] | 49 | \brief standard destructor |
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[2043] | 50 | */ |
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[2190] | 51 | WorldEntity::~WorldEntity () |
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[2036] | 52 | { |
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[3474] | 53 | // if( collisioncluster != NULL) delete collisioncluster; |
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[3672] | 54 | if (this->model) |
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| 55 | ResourceManager::getInstance()->unload(this->model); |
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[3531] | 56 | } |
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| 57 | |
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| 58 | /** |
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[3583] | 59 | \brief sets the character attributes of a worldentity |
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| 60 | \param character attributes |
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| 61 | |
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| 62 | these attributes don't have to be set, only use them, if you need them |
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[2043] | 63 | */ |
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[3583] | 64 | void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr) |
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| 65 | {} |
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[2036] | 66 | |
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[3583] | 67 | |
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[2043] | 68 | /** |
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[3583] | 69 | \brief gets the Character attributes of this worldentity |
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| 70 | \returns character attributes |
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[2043] | 71 | */ |
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[3583] | 72 | CharacterAttributes* WorldEntity::getCharacterAttributes() |
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| 73 | {} |
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| 74 | |
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| 75 | |
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[2043] | 76 | /** |
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[2822] | 77 | \brief query whether the WorldEntity in question is free |
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| 78 | \return true if the WorldEntity is free or false if it isn't |
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[2043] | 79 | */ |
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[2190] | 80 | bool WorldEntity::isFree () |
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[2036] | 81 | { |
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[2190] | 82 | return bFree; |
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[2036] | 83 | } |
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| 84 | |
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[2043] | 85 | /** |
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[2822] | 86 | \brief set the WorldEntity's collision hull |
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| 87 | \param newhull: a pointer to a completely assembled CollisionCluster |
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| 88 | |
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| 89 | Any previously assigned collision hull will be deleted on reassignment |
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[2043] | 90 | */ |
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[3474] | 91 | /* |
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[3229] | 92 | void WorldEntity::setCollision (CollisionCluster* newhull) |
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[2036] | 93 | { |
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[2822] | 94 | if( newhull == NULL) return; |
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| 95 | if( collisioncluster != NULL) delete collisioncluster; |
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| 96 | collisioncluster = newhull; |
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[2036] | 97 | } |
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[3474] | 98 | */ |
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[2036] | 99 | |
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| 100 | |
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[3365] | 101 | /** |
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| 102 | \brief process draw function |
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| 103 | */ |
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| 104 | void WorldEntity::processDraw () |
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| 105 | { |
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[3832] | 106 | |
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[3365] | 107 | } |
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| 108 | |
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[3449] | 109 | /** |
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| 110 | \brief sets the drawable state of this entity. |
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| 111 | \param bDraw TRUE if draweable, FALSE otherwise |
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| 112 | */ |
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[3365] | 113 | void WorldEntity::setDrawable (bool bDraw) |
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| 114 | { |
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| 115 | this->bDraw = bDraw; |
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| 116 | } |
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| 117 | |
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| 118 | |
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[2043] | 119 | /** |
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[2822] | 120 | \brief this function is called, when two entities collide |
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| 121 | \param other: the world entity with whom it collides |
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| 122 | \param ownhitflags: flags to the CollisionCluster subsections that registered an impact |
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| 123 | \param otherhitflags: flags to the CollisionCluster subsections of the other entity that registered an impact |
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[2043] | 124 | |
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[2822] | 125 | Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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[2043] | 126 | */ |
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[2190] | 127 | void WorldEntity::collide(WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) {} |
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[2036] | 128 | |
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[3583] | 129 | |
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[2043] | 130 | /** |
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| 131 | \brief this function is called, when the ship is hit by a waepon |
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| 132 | \param weapon: the laser/rocket/shoot that hits. |
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| 133 | \param loc: place where it is hit |
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[2036] | 134 | |
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[2043] | 135 | calculate the damage depending |
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| 136 | */ |
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[3578] | 137 | void WorldEntity::hit(WorldEntity* weapon, Vector* loc) {} |
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[2043] | 138 | |
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| 139 | |
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| 140 | /** |
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[2822] | 141 | \brief this is called immediately after the Entity has been constructed and initialized |
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| 142 | |
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| 143 | Put any initialisation code that requires knowledge of location (placement if the Entity is free) and owner of the entity here. |
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| 144 | DO NOT place such code in the constructor, those variables are set AFTER the entity is constucted. |
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[2043] | 145 | */ |
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[3229] | 146 | void WorldEntity::postSpawn () |
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[2190] | 147 | { |
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| 148 | } |
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[2043] | 149 | |
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[3583] | 150 | |
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[2043] | 151 | /** |
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[3583] | 152 | \brief this method is called by the world if the WorldEntity leaves valid gamespace |
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[2822] | 153 | |
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[3583] | 154 | For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a |
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| 155 | place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy). |
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[2190] | 156 | */ |
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[3583] | 157 | void WorldEntity::leftWorld () |
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[2190] | 158 | { |
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| 159 | } |
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[2043] | 160 | |
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[3583] | 161 | |
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[2190] | 162 | /** |
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[3583] | 163 | \brief this method is called every frame |
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| 164 | \param time: the time in seconds that has passed since the last tick |
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| 165 | |
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| 166 | Handle all stuff that should update with time inside this method (movement, animation, etc.) |
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[2043] | 167 | */ |
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[3803] | 168 | void WorldEntity::tick(float time) |
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[2190] | 169 | { |
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| 170 | } |
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[3583] | 171 | |
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| 172 | |
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| 173 | /** |
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| 174 | \brief the entity is drawn onto the screen with this function |
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| 175 | |
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| 176 | 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. |
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[3365] | 177 | */ |
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[3803] | 178 | void WorldEntity::draw() |
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| 179 | { |
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| 180 | glMatrixMode(GL_MODELVIEW); |
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| 181 | glPushMatrix(); |
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| 182 | float matrix[4][4]; |
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| 183 | |
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| 184 | /* translate */ |
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| 185 | glTranslatef (this->getAbsCoor ().x, |
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| 186 | this->getAbsCoor ().y, |
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| 187 | this->getAbsCoor ().z); |
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| 188 | /* rotate */ |
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| 189 | this->getAbsDir ().matrix (matrix); |
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| 190 | glMultMatrixf((float*)matrix); |
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[2043] | 191 | |
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[3803] | 192 | if (this->model) |
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| 193 | this->model->draw(); |
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| 194 | glPopMatrix(); |
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| 195 | } |
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[3583] | 196 | |
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[3803] | 197 | |
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[2043] | 198 | /** |
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[3583] | 199 | \brief this handles incoming command messages |
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| 200 | \param cmd: a pointer to the incoming Command structure |
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[2822] | 201 | |
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[3583] | 202 | Put all code that handles Command messages here, this will mainly be called by the assigned CommandNode but can also be used |
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| 203 | to send commands from one WorldEntity to another. |
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[2043] | 204 | */ |
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[3583] | 205 | void WorldEntity::command (Command* cmd) |
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[2190] | 206 | { |
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| 207 | } |
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