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source: orxonox.OLD/branches/current_cd/src/world_entities/world_entity.cc @ 7005

Last change on this file since 7005 was 7005, checked in by patrick, 18 years ago

cd: work flush

File size: 15.3 KB
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1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
15   co-programmer: Christian Meyer
16*/
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19#include "world_entity.h"
20#include "shell_command.h"
21
22#include "model.h"
23#include "md2Model.h"
24#include "resource_manager.h"
25#include "load_param.h"
26#include "vector.h"
27#include "obb_tree.h"
28
29#include "glgui_bar.h"
30
31#include "state.h"
32
33using namespace std;
34
35SHELL_COMMAND(model, WorldEntity, loadModel)
36->describe("sets the Model of the WorldEntity")
37->defaultValues(2, "models/ships/fighter.obj", 1.0);
38
39SHELL_COMMAND(debugEntity, WorldEntity, debugWE);
40
41/**
42 *  Loads the WordEntity-specific Part of any derived Class
43 *
44 * @param root: Normally NULL, as the Derived Entities define a loadParams Function themeselves,
45 *              that can calls WorldEntities loadParams for itself.
46 */
47WorldEntity::WorldEntity()
48    : Synchronizeable()
49{
50  this->setClassID(CL_WORLD_ENTITY, "WorldEntity");
51
52  this->obbTree = NULL;
53  this->healthWidget = NULL;
54  this->healthMax = 1.0f;
55  this->health = 1.0f;
56  this->scaling = 1.0f;
57
58  /* OSOLETE */
59  this->bVisible = true;
60  this->bCollide = true;
61
62  this->md2TextureFileName = NULL;
63
64  this->objectListNumber = OM_INIT;
65  this->objectListIterator = NULL;
66
67  this->toList(OM_NULL);
68}
69
70/**
71 *  standard destructor
72*/
73WorldEntity::~WorldEntity ()
74{
75  // Delete the obbTree
76  if( this->obbTree != NULL)
77    delete this->obbTree;
78
79  if (this->healthWidget != NULL)
80    delete this->healthWidget;
81
82  // Delete the model (unregister it with the ResourceManager)
83  for (unsigned int i = 0; i < this->models.size(); i++)
84    this->setModel(NULL, i);
85
86  State::getObjectManager()->toList(this, OM_INIT);
87}
88
89/**
90 * loads the WorldEntity Specific Parameters.
91 * @param root: the XML-Element to load the Data From
92 */
93void WorldEntity::loadParams(const TiXmlElement* root)
94{
95  // Do the PNode loading stuff
96  PNode::loadParams(root);
97
98  LoadParam(root, "md2texture", this, WorldEntity, loadMD2Texture)
99  .describe("the fileName of the texture, that should be loaded onto this world-entity. (must be relative to the data-dir)")
100  .defaultValues(1, NULL);
101
102  // Model Loading
103  LoadParam(root, "model", this, WorldEntity, loadModel)
104  .describe("the fileName of the model, that should be loaded onto this world-entity. (must be relative to the data-dir)")
105  .defaultValues(3, NULL, 1.0f, 0);
106
107  LoadParam(root, "maxHealth", this, WorldEntity, setHealthMax)
108  .describe("The Maximum health that can be loaded onto this entity")
109  .defaultValues(1, 1.0f);
110
111  LoadParam(root, "health", this, WorldEntity, setHealth)
112  .describe("The Health the WorldEntity has at this moment")
113  .defaultValues(1, 1.0f);
114}
115
116
117/**
118 * loads a Model onto a WorldEntity
119 * @param fileName the name of the model to load
120 * @param scaling the Scaling of the model
121 *
122 * @todo fix this, so it only has one loadModel-Function.
123*/
124void WorldEntity::loadModel(const char* fileName, float scaling, unsigned int modelNumber)
125{
126  this->modelLODName = fileName;
127  this->scaling = scaling;
128  if ( fileName != NULL && strcmp(fileName, "") )
129  {
130    // search for the special character # in the LoadParam
131    if (strchr(fileName, '#') != NULL)
132    {
133      PRINTF(4)("Found # in %s... searching for LOD's\n", fileName);
134      char* lodFile = new char[strlen(fileName)+1];
135      strcpy(lodFile, fileName);
136      char* depth = strchr(lodFile, '#');
137      for (unsigned int i = 0; i < 3; i++)
138      {
139        *depth = 48+(int)i;
140        if (ResourceManager::isInDataDir(lodFile))
141          this->loadModel(lodFile, scaling, i);
142      }
143      return;
144    }
145    if (this->scaling <= 0.0)
146    {
147      this->scaling = 1.0;
148      PRINTF(1)("YOU GAVE ME A CRAPY SCALE resetting to 1\n");
149    }
150    if(strstr(fileName, ".obj"))
151    {
152      PRINTF(4)("fetching OBJ file: %s\n", fileName);
153      if (this->scaling == 1.0)
154        this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN), modelNumber);
155      else
156        this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN, this->scaling), modelNumber);
157
158      if( modelNumber == 0)
159        this->buildObbTree(4);
160    }
161    else if(strstr(fileName, ".md2"))
162    {
163      PRINTF(4)("fetching MD2 file: %s\n", fileName);
164      Model* m = new MD2Model(fileName, this->md2TextureFileName);
165      //this->setModel((Model*)ResourceManager::getInstance()->load(fileName, MD2, RP_CAMPAIGN), 0);
166      this->setModel(m, 0);
167    }
168  }
169  else
170  {
171    this->setModel(NULL);
172  }
173}
174
175/**
176 * sets a specific Model for the Object.
177 * @param model The Model to set
178 * @param modelNumber the n'th model in the List to get.
179 */
180void WorldEntity::setModel(Model* model, unsigned int modelNumber)
181{
182  if (this->models.size() <= modelNumber)
183    this->models.resize(modelNumber+1, NULL);
184
185  if (this->models[modelNumber] != NULL)
186  {
187    Resource* resource = ResourceManager::getInstance()->locateResourceByPointer(this->models[modelNumber]);
188    //     if (resource != NULL)
189    ResourceManager::getInstance()->unload(resource, RP_LEVEL);
190  }
191  else
192    delete this->models[modelNumber];
193
194  this->models[modelNumber] = model;
195
196
197  //   if (this->model != NULL)
198  //     this->buildObbTree(4);
199}
200
201
202/**
203 * builds the obb-tree
204 * @param depth the depth to calculate
205 */
206bool WorldEntity::buildObbTree(int depth)
207{
208  if (this->obbTree)
209    delete this->obbTree;
210
211  if (this->models[0] != NULL)
212  {
213    this->obbTree = new OBBTree(depth, models[0]->getModelInfo(), this);
214    return true;
215  }
216  else
217  {
218    PRINTF(1)("could not create obb-tree, because no model was loaded yet\n");
219    this->obbTree = NULL;
220    return false;
221  }
222}
223
224/**
225 * @brief moves this entity to the List OM_List
226 * @param list the list to set this Entity to.
227 *
228 * this is the same as a call to State::getObjectManager()->toList(entity , list);
229 * directly, but with an easier interface.
230 *
231 * @todo inline this (peut etre)
232 */
233void WorldEntity::toList(OM_LIST list)
234{
235  State::getObjectManager()->toList(this, list);
236}
237
238
239
240/**
241 * sets the character attributes of a worldentity
242 * @param character attributes
243 *
244 * these attributes don't have to be set, only use them, if you need them
245*/
246//void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr)
247//{}
248
249
250/**
251 *  this function is called, when two entities collide
252 * @param entity: the world entity with whom it collides
253 *
254 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
255 */
256void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location)
257{
258  /**
259   * THIS IS A DEFAULT COLLISION-Effect.
260   * IF YOU WANT TO CREATE A SPECIFIC COLLISION ON EACH OBJECT
261   * USE::
262   * if (entity->isA(CL_WHAT_YOU_ARE_LOOKING_FOR)) { printf "dothings"; };
263   *
264   * You can always define a default Action.... don't be affraid just test it :)
265   */
266  //  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
267}
268
269
270/**
271 *  this is called immediately after the Entity has been constructed, initialized and then Spawned into the World
272 *
273 */
274void WorldEntity::postSpawn ()
275{}
276
277
278/**
279 *  this method is called by the world if the WorldEntity leaves valid gamespace
280 *
281 * For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a
282 * place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy).
283 *
284 * NOT YET IMPLEMENTED
285 */
286void WorldEntity::leftWorld ()
287{}
288
289
290/**
291 *  this method is called every frame
292 * @param time: the time in seconds that has passed since the last tick
293 *
294 * Handle all stuff that should update with time inside this method (movement, animation, etc.)
295*/
296void WorldEntity::tick(float time)
297{}
298
299
300/**
301 *  the entity is drawn onto the screen with this function
302 *
303 * This is a central function of an entity: call it to let the entity painted to the screen.
304 * Just override this function with whatever you want to be drawn.
305*/
306void WorldEntity::draw() const
307{
308  //PRINTF(0)("(%s::%s)\n", this->getClassName(), this->getName());
309  //  assert(!unlikely(this->models.empty()));
310  {
311    glMatrixMode(GL_MODELVIEW);
312    glPushMatrix();
313
314    /* translate */
315    glTranslatef (this->getAbsCoor ().x,
316                  this->getAbsCoor ().y,
317                  this->getAbsCoor ().z);
318    Vector tmpRot = this->getAbsDir().getSpacialAxis();
319    glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
320
321
322    // This Draws the LOD's
323    float cameraDistance = (State::getCamera()->getAbsCoor() - this->getAbsCoor()).len();
324    if (cameraDistance > 30 && this->models.size() >= 3 && this->models[2] != NULL)
325    {
326      this->models[2]->draw();
327    }
328    else if (cameraDistance > 10 && this->models.size() >= 2 && this->models[1] != NULL)
329    {
330      this->models[1]->draw();
331    }
332    else if (this->models.size() >= 1 && this->models[0] != NULL)
333    {
334      this->models[0]->draw();
335    }
336    glPopMatrix();
337  }
338}
339
340/**
341 * @param health the Health to add.
342 * @returns the health left (this->healthMax - health+this->health)
343 */
344float WorldEntity::increaseHealth(float health)
345{
346  this->health += health;
347  if (this->health > this->healthMax)
348  {
349    float retHealth = this->healthMax - this->health;
350    this->health = this->healthMax;
351    this->updateHealthWidget();
352    return retHealth;
353  }
354  this->updateHealthWidget();
355  return 0.0;
356}
357
358/**
359 * @param health the Health to be removed
360 * @returns 0.0 or the rest, that was not substracted (bellow 0.0)
361 */
362float WorldEntity::decreaseHealth(float health)
363{
364  this->health -= health;
365
366  if (this->health < 0)
367  {
368    float retHealth = -this->health;
369    this->health = 0.0f;
370    this->updateHealthWidget();
371    return retHealth;
372  }
373  this->updateHealthWidget();
374  return 0.0;
375
376}
377
378/**
379 * @param maxHealth the maximal health that can be loaded onto the entity.
380 */
381void WorldEntity::setHealthMax(float healthMax)
382{
383  this->healthMax = healthMax;
384  if (this->health > this->healthMax)
385  {
386    PRINTF(3)("new maxHealth is bigger as the old health. Did you really intend to do this for (%s::%s)\n", this->getClassName(), this->getName());
387    this->health = this->healthMax;
388  }
389  this->updateHealthWidget();
390}
391
392/**
393 * @brief creates the HealthWidget
394 *
395 * since not all entities need an HealthWidget, it is only created on request.
396 */
397void WorldEntity::createHealthWidget()
398{
399  if (this->healthWidget == NULL)
400  {
401    this->healthWidget = new GLGuiBar();
402    this->healthWidget->setSize2D(30,400);
403    this->healthWidget->setAbsCoor2D(10,100);
404
405    this->updateHealthWidget();
406  }
407  else
408    PRINTF(3)("Allready created the HealthWidget for %s::%s\n", this->getClassName(), this->getName());
409}
410
411void WorldEntity::increaseHealthMax(float increaseHealth)
412{
413  this->healthMax += increaseHealth;
414  this->updateHealthWidget();
415}
416
417
418GLGuiWidget* WorldEntity::getHealthWidget()
419{
420  this->createHealthWidget();
421  return this->healthWidget;
422}
423
424/**
425 * @param visibility shows or hides the health-bar
426 * (creates the widget if needed)
427 */
428void WorldEntity::setHealthWidgetVisibilit(bool visibility)
429{
430    if (visibility)
431    {
432      if (this->healthWidget != NULL)
433        this->healthWidget->show();
434      else
435      {
436        this->createHealthWidget();
437        this->updateHealthWidget();
438        this->healthWidget->show();
439      }
440    }
441    else if (this->healthWidget != NULL)
442      this->healthWidget->hide();
443}
444
445/**
446 * @brief updates the HealthWidget
447 */
448void WorldEntity::updateHealthWidget()
449{
450  if (this->healthWidget != NULL)
451  {
452    this->healthWidget->setMaximum(this->healthMax);
453    this->healthWidget->setValue(this->health);
454  }
455}
456
457
458/**
459 * DEBUG-DRAW OF THE BV-Tree.
460 * @param depth What depth to draw
461 * @param drawMode the mode to draw this entity under
462 */
463void WorldEntity::drawBVTree(int depth, int drawMode) const
464{
465  glMatrixMode(GL_MODELVIEW);
466  glPushMatrix();
467  /* translate */
468  glTranslatef (this->getAbsCoor ().x,
469                this->getAbsCoor ().y,
470                this->getAbsCoor ().z);
471  /* rotate */
472  Vector tmpRot = this->getAbsDir().getSpacialAxis();
473  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
474
475
476  if (this->obbTree)
477    this->obbTree->drawBV(depth, drawMode);
478
479
480  glPopMatrix();
481}
482
483
484/**
485 * Debug the WorldEntity
486 */
487void WorldEntity::debugEntity() const
488{
489  PRINT(0)("WorldEntity %s::%s  (DEBUG)\n", this->getClassName(), this->getName());
490  this->debugNode();
491  PRINT(0)("List: %s ; ModelCount %d - ", ObjectManager::OMListToString(this->objectListNumber) , this->models.size());
492  for (unsigned int i = 0; i < this->models.size(); i++)
493  {
494    if (models[i] != NULL)
495      PRINT(0)(" : %d:%s", i, this->models[i]->getName());
496  }
497  PRINT(0)("\n");
498
499}
500
501
502
503
504/********************************************************************************************
505 NETWORK STUFF
506 ********************************************************************************************/
507
508
509/**
510 * Writes data from network containing information about the state
511 * @param data pointer to data
512 * @param length length of data
513 * @param sender hostID of sender
514 */
515int WorldEntity::writeState( const byte * data, int length, int sender )
516{
517  char* modelFileName;
518  SYNCHELP_READ_BEGIN();
519
520  SYNCHELP_READ_FKT( PNode::writeState, NWT_WE_PN_WRITESTATE );
521
522  SYNCHELP_READ_STRINGM( modelFileName, NWT_WE_PN_MODELFILENAME );
523  SYNCHELP_READ_FLOAT( scaling, NWT_WE_PN_SCALING );
524  //check if modelFileName is relative to datadir or absolute
525
526
527  PRINTF(0)("================ LOADING MODEL %s, %f\n", modelFileName, scaling);
528
529  if ( strcmp(modelFileName, "") )
530  {
531    loadModel( modelFileName, scaling);
532    PRINTF(0)("modelfilename: %s\n", getModel( 0 )->getName());
533  }
534  delete[] modelFileName;
535
536  /*SYNCHELP_READ_STRINGM( modelFileName );
537
538  if ( strcmp(modelFileName, "") )
539    if ( strstr(modelFileName, ResourceManager::getInstance()->getDataDir()) )
540    {
541      this->md2TextureFileName = new char[strlen(modelFileName)-strlen(ResourceManager::getInstance()->getDataDir())+1];
542      strcpy((char*)this->md2TextureFileName, modelFileName+strlen(ResourceManager::getInstance()->getDataDir()));
543    }
544    else
545    {
546      this->md2TextureFileName = modelFileName;
547    }
548  */
549
550  return SYNCHELP_READ_N;
551}
552
553
554/**
555 * data copied in data will bee sent to another host
556 * @param data pointer to data
557 * @param maxLength max length of data
558 * @return the number of bytes writen
559 */
560int WorldEntity::readState( byte * data, int maxLength )
561{
562  SYNCHELP_WRITE_BEGIN();
563
564  SYNCHELP_WRITE_FKT( PNode::readState, NWT_WE_PN_WRITESTATE );
565
566  if ( getModel(0) && getModel(0)->getName() )
567  {
568    char* name = (char*)(getModel( 0 )->getName());
569
570    if ( strstr(name, ResourceManager::getInstance()->getDataDir()) )
571    {
572      name += strlen(ResourceManager::getInstance()->getDataDir());
573    }
574
575    SYNCHELP_WRITE_STRING( name, NWT_WE_PN_MODELFILENAME );
576  }
577  else
578  {
579    SYNCHELP_WRITE_STRING("", NWT_WE_PN_MODELFILENAME);
580  }
581
582  SYNCHELP_WRITE_FLOAT( scaling, NWT_WE_PN_SCALING );
583  /*if ( this->md2TextureFileName!=NULL && strcmp(this->md2TextureFileName, "") )
584  {
585    SYNCHELP_WRITE_STRING(this->md2TextureFileName);
586  }
587  else
588  {
589    SYNCHELP_WRITE_STRING("");
590}*/
591
592  return SYNCHELP_WRITE_N;
593}
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