1 | /*! |
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2 | * @file world_entity.h |
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3 | * Definition of the basic WorldEntity |
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4 | */ |
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5 | |
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6 | #ifndef _WORLD_ENTITY_H |
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7 | #define _WORLD_ENTITY_H |
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8 | |
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9 | #include "p_node.h" |
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10 | #include "synchronizeable.h" |
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11 | #include "model.h" |
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12 | |
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13 | #include "object_manager.h" |
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14 | #include "glincl.h" |
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15 | #include <vector> |
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16 | |
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17 | // FORWARD DECLARATION |
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18 | class SoundBuffer; |
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19 | class SoundSource; |
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20 | class BVTree; |
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21 | class Model; |
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22 | |
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23 | class GLGuiWidget; |
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24 | class GLGuiBar; |
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25 | |
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26 | //class CharacterAttributes; |
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27 | |
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28 | |
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29 | //! Basis-class all interactive stuff in the world is derived from |
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30 | class WorldEntity : public PNode |
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31 | { |
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32 | public: |
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33 | WorldEntity(); |
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34 | virtual ~WorldEntity (); |
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35 | |
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36 | virtual void loadParams(const TiXmlElement* root); |
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37 | |
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38 | void loadModel(const char* fileName, float scaling = 1.0f, unsigned int modelNumber = 0); |
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39 | void setModel(Model* model, unsigned int modelNumber = 0); |
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40 | Model* getModel(unsigned int modelNumber = 0) const { return (this->models.size() > modelNumber)? this->models[modelNumber] : NULL; }; |
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41 | |
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42 | inline void loadMD2Texture(const char* fileName) { this->md2TextureFileName = fileName; } |
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43 | |
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44 | bool buildObbTree(unsigned int depth); |
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45 | /** @returns a reference to the obb tree of this worldentity */ |
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46 | BVTree* getOBBTree() const { return this->obbTree; }; |
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47 | |
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48 | /** @param visibility if the Entity should be visible (been draw) */ |
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49 | void setVisibiliy (bool visibility) { this->bVisible = visibility; }; |
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50 | /** @returns true if the entity is visible, false otherwise */ |
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51 | inline bool isVisible() const { return this->bVisible; }; |
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52 | |
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53 | virtual void reset(); |
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54 | |
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55 | virtual void postSpawn (); |
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56 | virtual void leaveWorld (); |
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57 | virtual void destroy() {}; |
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58 | |
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59 | virtual void tick (float time); |
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60 | |
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61 | virtual void draw () const; |
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62 | |
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63 | virtual void collidesWith (WorldEntity* entity, const Vector& location); |
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64 | void drawBVTree(unsigned int depth, int drawMode) const; |
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65 | |
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66 | |
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67 | void debugWE() { this->debugEntity(); } |
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68 | ; ///FIXME |
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69 | void debugEntity() const; |
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70 | |
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71 | |
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72 | /* @returns the Count of Faces on this WorldEntity */ |
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73 | //unsigned int getFaceCount () const { return (this->model != NULL)?this->model->getFaceCount():0; }; |
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74 | // void addAbility(Ability* ability); |
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75 | // void removeAbility(Ability* ability); |
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76 | // void setCharacterAttributes(CharacterAttributes* charAttr); |
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77 | // CharacterAttributes* getCharacterAttributes(); |
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78 | |
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79 | void toList(OM_LIST list); |
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80 | |
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81 | /** @returns a Reference to the objectListNumber to set. */ |
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82 | OM_LIST& getOMListNumber() { return this->objectListNumber; } |
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83 | /** @returns a Reference to the Iterator */ |
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84 | std::list<WorldEntity*>::iterator& getEntityIterator() { return this->objectListIterator; } |
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85 | |
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86 | int writeState(const byte* data, int length, int sender); |
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87 | int readState(byte* data, int maxLength ); |
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88 | |
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89 | /** @returns the Energy of the entity */ |
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90 | float getHealth() const { return this->health; }; |
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91 | /** @returns the Maximum energy this entity can be charged with */ |
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92 | float getHealthMax() const { return this->healthMax; } |
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93 | float increaseHealth(float health); |
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94 | float decreaseHealth(float health); |
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95 | void increaseHealthMax(float increaseHealth); |
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96 | GLGuiWidget* getHealthWidget(); |
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97 | bool hasHealthWidget() const { return this->healthWidget; }; |
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98 | |
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99 | protected: |
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100 | void setHealth(float health) { this->health = health; this->updateHealthWidget();}; |
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101 | void setHealthWidgetVisibilit(bool visibility); |
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102 | void setHealthMax(float healthMax); |
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103 | void createHealthWidget(); |
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104 | // CharacterAttributes* charAttr; //!< the character attributes of a world_entity |
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105 | private: |
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106 | void updateHealthWidget(); |
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107 | |
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108 | private: |
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109 | /// TODO maybe we will move the following three entries and the corresponding functions to Playable AND NPC |
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110 | float health; //!< The Energy of this Entity, if the Entity has any energy at all. |
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111 | float healthMax; //!< The Maximal energy this entity can take. |
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112 | GLGuiBar* healthWidget; //!< The Slider (if wanted). |
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113 | |
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114 | std::vector<Model*> models; //!< The model that should be loaded for this entity. |
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115 | const char* md2TextureFileName; //!< the file name of the md2 model texture, only if this |
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116 | const char* modelLODName; //!< the name of the model lod file |
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117 | BVTree* obbTree; //!< this is the obb tree reference needed for collision detection |
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118 | |
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119 | bool bCollide; //!< If it should be considered for the collisiontest. |
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120 | bool bVisible; //!< If it should be visible. |
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121 | |
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122 | OM_LIST objectListNumber; //!< The ObjectList from ObjectManager this Entity is in. |
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123 | std::list<WorldEntity*>::iterator objectListIterator; //!< The iterator position of this Entity in the given list of the ObjectManager. |
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124 | |
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125 | float scaling; |
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126 | |
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127 | |
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128 | }; |
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129 | |
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130 | #endif /* _WORLD_ENTITY_H */ |
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