[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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[2190] | 21 | #include "stdincl.h" |
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| 22 | #include "collision.h" |
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[2036] | 23 | |
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| 24 | using namespace std; |
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| 25 | |
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[2043] | 26 | /** |
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[2190] | 27 | \brief standard constructor |
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| 28 | |
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| 29 | Every derived contructor HAS to call the previous one supplying the isFree parameter. This is necessary to distunguish |
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| 30 | 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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| 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. |
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| 32 | To specify an entity to be free or bound set the default parameter in the declaration of the constructor. |
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| 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 |
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| 34 | 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] | 35 | */ |
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[2190] | 36 | WorldEntity::WorldEntity (bool isFree) : bFree(isFree) |
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| 37 | { |
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[3365] | 38 | this->setClassName ("WorldEntity"); |
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[2822] | 39 | this->bDraw = true; |
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| 40 | collisioncluster = NULL; |
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[2190] | 41 | } |
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[2043] | 42 | |
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| 43 | /** |
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[3245] | 44 | \brief standard destructor |
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[2043] | 45 | */ |
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[2190] | 46 | WorldEntity::~WorldEntity () |
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[2036] | 47 | { |
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[2822] | 48 | if( collisioncluster != NULL) delete collisioncluster; |
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[2036] | 49 | } |
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| 50 | |
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[2043] | 51 | /** |
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[2822] | 52 | \brief get the Location of the WorldEntity |
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| 53 | \return a pointer to location |
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[2043] | 54 | */ |
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[3365] | 55 | /*PN |
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[3229] | 56 | Location* WorldEntity::getLocation () |
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[2190] | 57 | { |
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[2822] | 58 | return &loc; |
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[2190] | 59 | } |
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[3365] | 60 | */ |
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[2036] | 61 | |
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[2043] | 62 | /** |
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[2822] | 63 | \brief get the Placement of the WorldEntity |
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| 64 | \return a pointer to placement |
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[2043] | 65 | */ |
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[3365] | 66 | /*PN |
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[3229] | 67 | Placement* WorldEntity::getPlacement () |
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[2036] | 68 | { |
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[2822] | 69 | return &place; |
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[2036] | 70 | } |
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[3365] | 71 | */ |
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[2043] | 72 | /** |
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[2822] | 73 | \brief query whether the WorldEntity in question is free |
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| 74 | \return true if the WorldEntity is free or false if it isn't |
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[2043] | 75 | */ |
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[2190] | 76 | bool WorldEntity::isFree () |
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[2036] | 77 | { |
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[2190] | 78 | return bFree; |
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[2036] | 79 | } |
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| 80 | |
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[2043] | 81 | /** |
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[2822] | 82 | \brief set the WorldEntity's collision hull |
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| 83 | \param newhull: a pointer to a completely assembled CollisionCluster |
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| 84 | |
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| 85 | Any previously assigned collision hull will be deleted on reassignment |
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[2043] | 86 | */ |
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[3229] | 87 | void WorldEntity::setCollision (CollisionCluster* newhull) |
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[2036] | 88 | { |
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[2822] | 89 | if( newhull == NULL) return; |
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| 90 | if( collisioncluster != NULL) delete collisioncluster; |
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| 91 | collisioncluster = newhull; |
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[2036] | 92 | } |
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| 93 | |
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[3365] | 94 | |
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[2043] | 95 | /** |
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[2822] | 96 | \brief this method is called every frame |
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| 97 | \param time: the time in seconds that has passed since the last tick |
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| 98 | |
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| 99 | Handle all stuff that should update with time inside this method (movement, animation, etc.) |
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[2043] | 100 | */ |
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[2190] | 101 | void WorldEntity::tick(float time) |
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[2036] | 102 | { |
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| 103 | } |
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| 104 | |
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[3365] | 105 | |
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| 106 | /** |
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| 107 | \brief process draw function |
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| 108 | */ |
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| 109 | void WorldEntity::processDraw () |
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| 110 | { |
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| 111 | this->draw (); |
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| 112 | PNode* pn = this->children->enumerate (); |
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| 113 | while( pn != NULL) |
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| 114 | { |
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| 115 | ((WorldEntity*)pn)->processDraw (); |
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| 116 | pn = this->children->nextElement(); |
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| 117 | } |
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| 118 | } |
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| 119 | |
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| 120 | |
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| 121 | void WorldEntity::setDrawable (bool bDraw) |
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| 122 | { |
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| 123 | this->bDraw = bDraw; |
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| 124 | } |
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| 125 | |
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| 126 | |
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[2043] | 127 | /** |
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[2190] | 128 | \brief the entity is drawn onto the screen with this function |
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[2822] | 129 | |
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[2190] | 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. |
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[2043] | 131 | */ |
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[2190] | 132 | void WorldEntity::draw() |
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[3365] | 133 | {} |
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[2036] | 134 | |
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[2043] | 135 | /** |
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[2822] | 136 | \brief this function is called, when two entities collide |
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| 137 | \param other: the world entity with whom it collides |
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| 138 | \param ownhitflags: flags to the CollisionCluster subsections that registered an impact |
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| 139 | \param otherhitflags: flags to the CollisionCluster subsections of the other entity that registered an impact |
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[2043] | 140 | |
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[2822] | 141 | Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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[2043] | 142 | */ |
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[2190] | 143 | void WorldEntity::collide(WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) {} |
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[2036] | 144 | |
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[2043] | 145 | /** |
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| 146 | \brief this function is called, when the ship is hit by a waepon |
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| 147 | \param weapon: the laser/rocket/shoot that hits. |
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| 148 | \param loc: place where it is hit |
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[2036] | 149 | |
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[2043] | 150 | calculate the damage depending |
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| 151 | */ |
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| 152 | void WorldEntity::hit(WorldEntity* weapon, Vector loc) {} |
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| 153 | |
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| 154 | /** |
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[2190] | 155 | \brief this function is called when the entity is to be destroied |
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[2043] | 156 | |
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| 157 | This can be called, if eg. something realy bad happens :) |
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| 158 | */ |
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| 159 | void WorldEntity::destroy() {} |
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| 160 | |
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[2190] | 161 | |
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[2043] | 162 | /** |
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[2822] | 163 | \brief this is called immediately after the Entity has been constructed and initialized |
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| 164 | |
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| 165 | 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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| 166 | DO NOT place such code in the constructor, those variables are set AFTER the entity is constucted. |
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[2043] | 167 | */ |
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[3229] | 168 | void WorldEntity::postSpawn () |
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[2190] | 169 | { |
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| 170 | } |
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[2043] | 171 | |
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| 172 | /** |
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[2822] | 173 | \brief this handles incoming command messages |
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| 174 | \param cmd: a pointer to the incoming Command structure |
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| 175 | |
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| 176 | 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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| 177 | to send commands from one WorldEntity to another. |
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[2190] | 178 | */ |
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| 179 | void WorldEntity::command (Command* cmd) |
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| 180 | { |
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| 181 | } |
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[2043] | 182 | |
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[2190] | 183 | /** |
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[2822] | 184 | \brief this is called by the local Camera to determine the point it should look at on the WorldEntity |
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| 185 | \param locbuf: a pointer to the buffer to fill with a location to look at |
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[2190] | 186 | |
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[2822] | 187 | You may put any Location you want into locbuf, the Camera will determine via the corresponding Track how |
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| 188 | to look at the location you return with this. |
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[2043] | 189 | */ |
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[3365] | 190 | /*PN |
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[3229] | 191 | void WorldEntity::getLookat (Location* locbuf) |
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[2190] | 192 | { |
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| 193 | } |
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[3365] | 194 | */ |
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[2043] | 195 | |
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| 196 | /** |
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[2822] | 197 | \brief this method is called by the world if the WorldEntity leaves valid gamespace |
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| 198 | |
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| 199 | For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a |
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| 200 | 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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[2043] | 201 | */ |
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[3229] | 202 | void WorldEntity::leftWorld () |
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[2190] | 203 | { |
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| 204 | } |
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