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 "cr_engine.h" |
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14 | #include "object_manager.h" |
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15 | #include "glincl.h" |
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16 | #include <vector> |
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17 | |
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18 | #include "aabb_tree_node.h" |
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19 | |
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20 | #include "physics_interface.h" |
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21 | |
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22 | |
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23 | |
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24 | // FORWARD DECLARATION |
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25 | namespace OrxSound { class SoundBuffer; class SoundSource; } |
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26 | namespace OrxGui { class GLGuiWidget; class GLGuiBar; class GLGuiEnergyWidget; }; |
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27 | |
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28 | class BVTree; |
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29 | class BoundingVolume; |
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30 | class AABBTreeNode; |
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31 | class Model; |
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32 | class CollisionHandle; |
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33 | class Collision; |
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34 | |
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35 | |
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36 | //class CharacterAttributes; |
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37 | |
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38 | |
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39 | //! Basis-class all interactive stuff in the world is derived from |
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40 | class WorldEntity : public PNode |
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41 | { |
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42 | public: |
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43 | WorldEntity(); |
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44 | virtual ~WorldEntity (); |
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45 | |
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46 | virtual void loadParams(const TiXmlElement* root); |
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47 | |
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48 | void loadModel(const std::string& fileName, float scaling = 1.0f, unsigned int modelNumber = 0, unsigned int obbTreeDepth = 4); |
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49 | void loadModel2(const std::string& fileN, float scal = 1.0f){this->loadModel(fileN,scal,0,4);} |
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50 | void setModel(Model* model, unsigned int modelNumber = 0); |
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51 | Model* getModel(unsigned int modelNumber = 0) const { return (this->models.size() > modelNumber)? this->models[modelNumber] : NULL; }; |
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52 | |
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53 | inline void loadMD2Texture(const std::string& fileName) { this->md2TextureFileName = fileName; } |
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54 | |
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55 | /** @param visibility if the Entity should be visible (been draw) */ |
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56 | void setVisibiliy (bool visibility) { this->bVisible = visibility; }; |
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57 | /** @returns true if the entity is visible, false otherwise */ |
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58 | inline bool isVisible() const { return this->bVisible; }; |
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59 | |
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60 | virtual void reset(); |
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61 | |
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62 | virtual void postSpawn (); |
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63 | virtual void leaveWorld (); |
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64 | |
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65 | virtual void tick (float time); |
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66 | virtual void draw () const; |
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67 | |
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68 | /* --- Collision Detection Block --- */ |
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69 | bool buildObbTree(int depth); |
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70 | virtual void collidesWith (WorldEntity* entity, const Vector& location); |
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71 | virtual void collidesWithGround(const Vector& location); |
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72 | virtual void collidesWithGround(const Vector& feet, const Vector& ray_1, const Vector& ray_2); |
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73 | |
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74 | |
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75 | /** @returns a reference to the obb tree of this worldentity */ |
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76 | inline BVTree* getOBBTree() const { return this->obbTree; }; |
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77 | inline void setOBBTree(OBBTree* tree) { /*if( this->obbTree != NULL) delete this->obbTree;*/ this->obbTree = (BVTree*)tree; } |
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78 | void drawBVTree(int depth, int drawMode) const; |
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79 | inline AABB* getModelAABB() const { return (this->aabbNode)?this->aabbNode->getAABB():NULL;} |
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80 | |
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81 | /* --- Collision Reaction Block --- */ |
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82 | void subscribeReaction(CREngine::CRType type); |
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83 | void subscribeReaction(CREngine::CRType type, long target1); |
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84 | void subscribeReaction(CREngine::CRType type, long target1, long target2); |
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85 | void subscribeReaction(CREngine::CRType type, long target1, long target2, long target3); |
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86 | void subscribeReaction(CREngine::CRType type, long target1, long target2, long target3, long target4); |
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87 | |
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88 | void unsubscribeReaction(CREngine::CRType type); |
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89 | void unsubscribeReaction(); |
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90 | |
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91 | bool registerCollision(WorldEntity* entityA, WorldEntity* entityB, BoundingVolume* bvA, BoundingVolume* bvB); |
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92 | bool registerCollision(int type, WorldEntity* entity, WorldEntity* groundEntity, Vector normal, Vector position, bool bInWall = false); |
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93 | /** @return true if there is at least on collision reaction subscribed */ |
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94 | inline bool isReactive() const { return this->bReactive; } |
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95 | |
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96 | CollisionHandle* getCollisionHandle(CREngine::CRType type) const { return this->collisionHandles[type]; } |
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97 | |
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98 | /** @returns true if this entity is standing on ground (BSP model) */ |
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99 | bool isOnGround() const { return this->bOnGround; } |
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100 | /** @param flag: marks if this entity is standing on ground */ |
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101 | void setOnGround(bool flag) { this->bOnGround = flag; } |
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102 | |
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103 | virtual void hit(float damage, WorldEntity* killer); |
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104 | |
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105 | virtual void destroy( WorldEntity* killer ); |
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106 | |
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107 | |
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108 | /* @returns the Count of Faces on this WorldEntity */ |
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109 | //unsigned int getFaceCount () const { return (this->model != NULL)?this->model->getFaceCount():0; }; |
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110 | // void addAbility(Ability* ability); |
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111 | // void removeAbility(Ability* ability); |
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112 | // void setCharacterAttributes(CharacterAttributes* charAttr); |
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113 | // CharacterAttributes* getCharacterAttributes(); |
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114 | |
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115 | /* --- Object Manager Block --- */ |
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116 | void toList(OM_LIST list); |
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117 | void toListS(const std::string& listName); |
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118 | |
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119 | void toReflectionList(); |
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120 | void removeFromReflectionList(); |
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121 | |
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122 | /** @returns a Reference to the objectListNumber to set. */ |
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123 | OM_LIST& getOMListNumber() { return this->objectListNumber; } |
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124 | /** @returns a Reference to the Iterator */ |
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125 | ObjectManager::EntityList::iterator& getEntityIterator() { return this->objectListIterator; } |
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126 | |
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127 | void hide() { if( this->objectListNumber != OM_DEAD) this->lastObjectListNumber = this->objectListNumber; this->toList(OM_DEAD); } |
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128 | void unhide() { if( this->objectListNumber != this->lastObjectListNumber) this->toList(this->lastObjectListNumber); } |
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129 | |
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130 | |
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131 | /* --- Character Attribute Block --- */ |
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132 | /** @returns the scaling of the model */ |
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133 | float getScaling(){return this->scaling;} |
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134 | /** @returns the damage dealt by this world entity */ |
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135 | float getDamage() const { return this->damage; } |
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136 | /** sets the damage dealt to @param damage damage per second */ |
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137 | void setDamage(float damage) { this->damage = damage; } |
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138 | /** @returns the Energy of the entity */ |
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139 | float getHealth() const { return this->health; }; |
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140 | /** @returns the Maximum energy this entity can be charged with */ |
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141 | float getHealthMax() const { return this->healthMax; } |
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142 | float increaseHealth(float health); |
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143 | float decreaseHealth(float health); |
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144 | void increaseHealthMax(float increaseHealth); |
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145 | OrxGui::GLGuiWidget* getHealthWidget(); |
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146 | bool hasHealthWidget() const { return this->healthWidget; }; |
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147 | |
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148 | virtual void varChangeHandler( std::list<int> & id ); |
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149 | |
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150 | |
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151 | //FIXME: the PhysicsInterface and the whole PEngine should probably be reviewed. Here its just used to store the vars |
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152 | /* --- Physics Interface --- */ |
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153 | inline PhysicsInterface getPhysicsInterface() const { return this->physicsInterface; } |
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154 | inline float getMass() const { return this->physicsInterface.getMass(); } |
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155 | inline float getTotalMass() const { return this->physicsInterface.getTotalMass(); } |
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156 | inline void setVelocity(const Vector& vel) { this->velocity = vel; } |
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157 | |
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158 | |
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159 | /* --- Misc Stuff Block --- */ |
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160 | void debugWE() { this->debugEntity(); } |
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161 | ; ///FIXME |
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162 | void debugEntity() const; |
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163 | |
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164 | |
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165 | protected: |
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166 | void setHealth(float health) { this->health = health; this->updateHealthWidget();}; |
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167 | void setHealthWidgetVisibilit(bool visibility); |
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168 | void setHealthMax(float healthMax); |
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169 | void createHealthWidget(); |
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170 | |
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171 | // CharacterAttributes* charAttr; //!< the character attributes of a world_entity |
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172 | private: |
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173 | void updateHealthWidget(); |
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174 | |
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175 | private: |
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176 | /// TODO maybe we will move the following three entries and the corresponding functions to Playable AND NPC |
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177 | float damage; //!< the damage dealt to other objects by colliding. |
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178 | float health; //!< The Energy of this Entity, if the Entity has any energy at all. |
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179 | float healthMax; //!< The Maximal energy this entity can take. |
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180 | OrxGui::GLGuiEnergyWidget* healthWidget; //!< The Slider (if wanted). |
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181 | |
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182 | std::vector<Model*> models; //!< The model that should be loaded for this entity. |
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183 | std::string md2TextureFileName; //!< the file name of the md2 model texture, only if this |
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184 | std::string modelLODName; //!< the name of the model lod file |
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185 | BVTree* obbTree; //!< this is the obb tree reference needed for collision detection |
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186 | AABBTreeNode* aabbNode; //!< the tree node of the first level of a axis aligned bounding boxes tree: model dimension |
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187 | |
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188 | bool bCollide; //!< If it should be considered for the collisiontest. |
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189 | bool bVisible; //!< If it should be visible. |
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190 | |
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191 | OM_LIST objectListNumber; //!< The ObjectList from ObjectManager this Entity is in. |
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192 | ObjectManager::EntityList::iterator objectListIterator; //!< The iterator position of this Entity in the given list of the ObjectManager. |
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193 | OM_LIST lastObjectListNumber; //!< the last ObjectList from the ObjectManager this Entity was is in |
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194 | |
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195 | |
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196 | |
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197 | float scaling; //!< model's scaling factor |
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198 | int scaling_handle; //!< handle for syncing var |
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199 | |
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200 | std::string modelFileName; //!< model's file name |
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201 | int modelFileName_handle; //!< handle for syncing var |
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202 | |
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203 | int list_write; //!< entity's list |
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204 | int list_handle; //!< handle for list changes |
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205 | |
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206 | float health_write; |
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207 | int health_handle; |
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208 | |
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209 | float healthMax_write; |
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210 | int healthMax_handle; |
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211 | |
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212 | CollisionHandle* collisionHandles[CREngine::CR_NUMBER]; //!< the list of the collision reactions |
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213 | bool bReactive; //!< true if there is at least one collision reaction subscibed |
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214 | |
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215 | PhysicsInterface physicsInterface; //!< the physics object of the WorldEntity |
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216 | bool bOnGround; //!< true if this entity is standing on the ground |
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217 | |
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218 | protected: |
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219 | Vector velocity; //!< speed of the entity |
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220 | |
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221 | }; |
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222 | |
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223 | #endif /* _WORLD_ENTITY_H */ |
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