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source: orxonox.OLD/trunk/src/world_entities/world_entity.h @ 7933

Last change on this file since 7933 was 7927, checked in by patrick, 19 years ago

trunk: added more cr framework, i will branche soon with this stuff so the trunk dosn't get involved to much in the development phase

File size: 5.1 KB
Line 
1/*!
2 * @file world_entity.h
3 * Definition of the basic WorldEntity
4 */
5
6#ifndef _WORLD_ENTITY_H
7#define _WORLD_ENTITY_H
8
9#include "p_node.h"
10#include "synchronizeable.h"
11#include "model.h"
12
13#include "cr_engine.h"
14#include "object_manager.h"
15#include "glincl.h"
16#include <vector>
17#include <stdarg.h>
18
19
20
21// FORWARD DECLARATION
22namespace OrxSound { class SoundBuffer; class SoundSource; }
23namespace OrxGui { class GLGuiWidget; class GLGuiBar; };
24
25class BVTree;
26class Model;
27class CollisionHandle;
28
29
30//class CharacterAttributes;
31
32
33//! Basis-class all interactive stuff in the world is derived from
34class WorldEntity : public PNode
35{
36public:
37  WorldEntity();
38  virtual ~WorldEntity ();
39
40  virtual void loadParams(const TiXmlElement* root);
41
42  void loadModel(const std::string& fileName, float scaling = 1.0f, unsigned int modelNumber = 0, unsigned int obbTreeDepth = 4);
43  void setModel(Model* model, unsigned int modelNumber = 0);
44  Model* getModel(unsigned int modelNumber = 0) const { return (this->models.size() > modelNumber)? this->models[modelNumber] : NULL; };
45
46  inline void loadMD2Texture(const std::string& fileName) { this->md2TextureFileName = fileName; }
47
48  /** @param visibility if the Entity should be visible (been draw) */
49  void setVisibiliy (bool visibility) { this->bVisible = visibility; };
50  /** @returns true if the entity is visible, false otherwise */
51  inline bool isVisible() const { return this->bVisible; };
52
53  virtual void reset();
54
55  virtual void postSpawn ();
56  virtual void leaveWorld ();
57  virtual void destroy() {};
58
59  virtual void tick (float time);
60  virtual void draw () const;
61
62  /* --- Collision Detection Block  --- */
63  bool buildObbTree(int depth);
64  virtual void collidesWith (WorldEntity* entity, const Vector& location);
65  /** @returns a reference to the obb tree of this worldentity */
66  inline BVTree* getOBBTree() const { return this->obbTree; };
67  void drawBVTree(int depth, int drawMode) const;
68
69  /* --- Collision Reaction Block --- */
70  void subscribeReaction(CREngine::CRType type, int nrOfTargets, ...);
71
72
73  /* @returns the Count of Faces on this WorldEntity */
74  //unsigned int getFaceCount () const { return (this->model != NULL)?this->model->getFaceCount():0; };
75  //  void addAbility(Ability* ability);
76  //  void removeAbility(Ability* ability);
77  //  void setCharacterAttributes(CharacterAttributes* charAttr);
78  //  CharacterAttributes* getCharacterAttributes();
79
80  /* --- Object Manager Block --- */
81  void toList(OM_LIST list);
82  /** @returns a Reference to the objectListNumber to set. */
83  OM_LIST& getOMListNumber() { return this->objectListNumber; }
84  /** @returns a Reference to the Iterator */
85  ObjectManager::EntityList::iterator& getEntityIterator() { return this->objectListIterator; }
86
87  /* --- Network Block --- */
88  int       writeState(const byte* data, int length, int sender);
89  int       readState(byte* data, int maxLength );
90
91  /* --- Character Attribute Block --- */
92  /** @returns the Energy of the entity */
93  float getHealth() const { return this->health; };
94  /** @returns the Maximum energy this entity can be charged with */
95  float getHealthMax() const { return this->healthMax; }
96  float increaseHealth(float health);
97  float decreaseHealth(float health);
98  void increaseHealthMax(float increaseHealth);
99  OrxGui::GLGuiWidget* getHealthWidget();
100  bool hasHealthWidget() const { return this->healthWidget; };
101
102  /* --- Misc Stuff Block --- */
103  void debugWE() { this->debugEntity(); }
104  ;  ///FIXME
105  void debugEntity() const;
106
107
108protected:
109  void setHealth(float health) { this->health = health; this->updateHealthWidget();};
110  void setHealthWidgetVisibilit(bool visibility);
111  void setHealthMax(float healthMax);
112  void createHealthWidget();
113
114  //  CharacterAttributes*    charAttr;         //!< the character attributes of a world_entity
115private:
116  void updateHealthWidget();
117
118private:
119  /// TODO maybe we will move the following three entries and the corresponding functions to Playable AND NPC
120  float                   health;             //!< The Energy of this Entity, if the Entity has any energy at all.
121  float                   healthMax;          //!< The Maximal energy this entity can take.
122  OrxGui::GLGuiBar*       healthWidget;       //!< The Slider (if wanted).
123
124  std::vector<Model*>     models;             //!< The model that should be loaded for this entity.
125  std::string             md2TextureFileName; //!< the file name of the md2 model texture, only if this
126  std::string             modelLODName;       //!< the name of the model lod file
127  BVTree*                 obbTree;            //!< this is the obb tree reference needed for collision detection
128
129  bool                    bCollide;           //!< If it should be considered for the collisiontest.
130  bool                    bVisible;           //!< If it should be visible.
131
132  OM_LIST                           objectListNumber;   //!< The ObjectList from ObjectManager this Entity is in.
133  ObjectManager::EntityList::iterator objectListIterator; //!< The iterator position of this Entity in the given list of the ObjectManager.
134
135  float                   scaling;
136  CollisionHandle**       collisionHandles;
137
138
139};
140
141#endif /* _WORLD_ENTITY_H */
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