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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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15 | co-programmer: Christian Meyer |
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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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21 | #include "model.h" |
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22 | #include "list.h" |
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23 | #include "vector.h" |
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24 | |
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25 | //#include "stdincl.h" |
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26 | //#include "collision.h" |
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27 | |
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28 | using namespace std; |
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29 | |
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30 | /** |
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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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39 | */ |
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40 | WorldEntity::WorldEntity (bool isFree) : bFree(isFree) |
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41 | { |
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42 | this->setClassName ("WorldEntity"); |
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43 | this->bDraw = true; |
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44 | this->model = NULL; |
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45 | // collisioncluster = NULL; |
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46 | } |
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47 | |
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48 | /** |
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49 | \brief standard destructor |
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50 | */ |
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51 | WorldEntity::~WorldEntity () |
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52 | { |
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53 | // if( collisioncluster != NULL) delete collisioncluster; |
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54 | if (this->model) |
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55 | ResourceManager::getInstance()->unload(this->model); |
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56 | } |
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57 | |
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58 | /** |
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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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63 | */ |
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64 | void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr) |
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65 | {} |
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66 | |
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67 | |
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68 | /** |
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69 | \brief gets the Character attributes of this worldentity |
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70 | \returns character attributes |
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71 | */ |
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72 | CharacterAttributes* WorldEntity::getCharacterAttributes() |
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73 | {} |
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74 | |
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75 | |
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76 | /** |
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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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79 | */ |
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80 | bool WorldEntity::isFree () |
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81 | { |
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82 | return bFree; |
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83 | } |
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84 | |
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85 | /** |
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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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90 | */ |
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91 | /* |
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92 | void WorldEntity::setCollision (CollisionCluster* newhull) |
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93 | { |
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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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97 | } |
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98 | */ |
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99 | |
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100 | |
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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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106 | |
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107 | } |
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108 | |
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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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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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119 | /** |
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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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124 | |
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125 | Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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126 | */ |
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127 | void WorldEntity::collide(WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) {} |
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128 | |
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129 | |
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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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134 | |
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135 | calculate the damage depending |
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136 | */ |
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137 | void WorldEntity::hit(WorldEntity* weapon, Vector* loc) {} |
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138 | |
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139 | |
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140 | /** |
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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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145 | */ |
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146 | void WorldEntity::postSpawn () |
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147 | { |
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148 | } |
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149 | |
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150 | |
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151 | /** |
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152 | \brief this method is called by the world if the WorldEntity leaves valid gamespace |
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153 | |
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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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156 | */ |
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157 | void WorldEntity::leftWorld () |
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158 | { |
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159 | } |
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160 | |
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161 | |
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162 | /** |
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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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167 | */ |
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168 | void WorldEntity::tick(float time) |
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169 | { |
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170 | } |
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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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177 | */ |
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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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191 | |
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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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196 | |
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197 | |
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198 | /** |
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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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201 | |
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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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204 | */ |
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205 | void WorldEntity::command (Command* cmd) |
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206 | { |
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207 | } |
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