/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Reto Grieder * Co-authors: * ... * */ #ifndef _MovableEntity_H__ #define _MovableEntity_H__ #include "OrxonoxPrereqs.h" #include "util/Math.h" #include "network/ClientConnectionListener.h" #include "tools/Timer.h" #include "MobileEntity.h" namespace orxonox { class _OrxonoxExport MovableEntity : public MobileEntity, public ClientConnectionListener { public: MovableEntity(BaseObject* creator); virtual ~MovableEntity(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); virtual bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint); void registerVariables(); using WorldEntity::setPosition; using WorldEntity::setOrientation; inline void setPosition(const Vector3& position) { MobileEntity::setPosition(position); this->overwrite_position_ = this->getPosition(); } inline void setOrientation(const Quaternion& orientation) { MobileEntity::setOrientation(orientation); this->overwrite_orientation_ = this->getOrientation(); } inline void setOwner(Pawn* owner) { this->owner_ = owner; } inline Pawn* getOwner() const { return this->owner_; } inline void setCollisionDamage(float c) { this->collisionDamage_ = c; } inline float getCollisionDamage() { return this->collisionDamage_; } inline void setEnableCollisionDamage(bool c) { this->enableCollisionDamage_ = c; this->enableCollisionCallback(); } inline bool getEnableCollisionDamage() { return this->enableCollisionDamage_; } private: void clientConnected(unsigned int clientID); void clientDisconnected(unsigned int clientID); void resynchronize(); inline void processLinearVelocity() { this->setVelocity(this->linearVelocity_); } inline void processAngularVelocity() { this->setAngularVelocity(this->angularVelocity_); } inline void overwritePosition() { this->setPosition(this->overwrite_position_); } inline void overwriteOrientation() { this->setOrientation(this->overwrite_orientation_); } Vector3 overwrite_position_; Quaternion overwrite_orientation_; Timer resynchronizeTimer_; Timer* continuousResynchroTimer_; Pawn* owner_; float collisionDamage_; bool enableCollisionDamage_; }; } #endif /* _MovableEntity_H__ */