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source: orxonox.OLD/branches/presentation/src/world_entities/world_entity.cc @ 10756

Last change on this file since 10756 was 10756, checked in by rennerc, 17 years ago

damage loadable

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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   main-programmer: Benjamin Grauer
16   co-programmer:   Christian Meier
17*/
18#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
19
20#include "world_entity.h"
21#include "shell_command.h"
22
23#include "util/loading/resource_manager.h"
24#include "resource_obj.h"
25#include "md2/md2Model.h"
26#include "md3/md3_model.h"
27
28#include "oif/object_information_file.h"
29#include "tools/mount_point.h"
30
31#include "aabb_tree_node.h"
32
33#include "util/loading/load_param.h"
34#include "loading/load_param_xml.h"
35#include "util/loading/factory.h"
36
37#include "obb_tree.h"
38
39#include "elements/glgui_energywidget.h"
40#include "elements/glgui_energywidgetvertical.h"
41
42#include "state.h"
43#include "tools/camera.h"
44
45#include "collision_filter.h"
46#include "collision_event.h"
47#include "game_rules.h"
48#include "kill.h"
49#include "debug.h"
50
51#include "track/track.h"
52
53#include "projectiles/projectile.h"
54
55SHELL_COMMAND(model, WorldEntity, loadModel)
56->describe("sets the Model of the WorldEntity")
57->defaultValues("models/ships/fighter.obj", 1.0f);
58
59SHELL_COMMAND(debugEntity, WorldEntity, debugWE);
60
61
62ObjectListDefinition(WorldEntity);
63/**
64 *  Loads the WordEntity-specific Part of any derived Class
65 *
66 * @param root: Normally NULL, as the Derived Entities define a loadParams Function themeselves,
67 *              that can calls WorldEntities loadParams for itself.
68 */
69WorldEntity::WorldEntity()
70    : Synchronizeable(), _collisionFilter(this)
71{
72  this->registerObject(this, WorldEntity::_objectList);
73
74  this->obbTree = NULL;
75  this->aabbNode = NULL;
76  this->healthWidget = NULL;
77  this->electronicWidget = NULL;
78  this->shieldWidget = NULL;
79  this->healthMax = 1.0f;
80  this->health = 1.0f;
81  this->damage = 0.0f; // no damage dealt by a default entity
82  this->scaling = 1.0f;
83  this->oiFile = NULL;
84  // add 10 members to this array
85  this->mountPoints.reserve(10);
86
87  /* OSOLETE */
88  this->bVisible = true;
89  this->bCollide = true;
90
91  this->objectListNumber = OM_INIT;
92  this->lastObjectListNumber = OM_INIT;
93
94  this->_bOnGround = false;
95
96  // Track of this entity
97  this->entityTrack = NULL;
98  this->bDrawTrack = false;
99 
100  this->forwardDamageToParent = false;
101  this->damageable = false;
102
103  // registering default reactions:
104  this->subscribeReaction(CoRe::CREngine::CR_OBJECT_DAMAGE, Projectile::staticClassID());
105
106  this->toList(OM_NULL);
107
108  this->registerVar( new SynchronizeableString( &this->md2TextureFileName, &this->md2TextureFileName, "md2TextureFileName", PERMISSION_MASTER_SERVER ) );
109  this->modelFileName_handle = registerVarId( new SynchronizeableString( &modelFileName, &modelFileName, "modelFileName", PERMISSION_MASTER_SERVER ) );
110  this->scaling_handle = registerVarId( new SynchronizeableFloat( &scaling, &scaling, "scaling", PERMISSION_MASTER_SERVER ) );
111  this->list_handle = registerVarId( new SynchronizeableInt( (int*)&objectListNumber, &list_write, "list", PERMISSION_MASTER_SERVER ) );
112
113  this->health_handle = registerVarId( new SynchronizeableFloat( &this->health, &this->health_write, "health", PERMISSION_MASTER_SERVER ) );
114  this->healthMax_handle = registerVarId( new SynchronizeableFloat( &this->healthMax, &this->healthMax_write, "maxHealth", PERMISSION_MASTER_SERVER ) );
115}
116
117/**
118 *  standard destructor
119*/
120WorldEntity::~WorldEntity ()
121{
122  State::getObjectManager()->toList(this, OM_INIT);
123
124  // Delete the model (unregister it with the ResourceManager)
125  for (unsigned int i = 0; i < this->models.size(); i++)
126    this->setModel(NULL, i);
127
128  // remove the object information file
129  if( this->oiFile)
130    delete this->oiFile;
131  // and clear all monut points
132  this->mountPoints.clear();
133
134  // Delete the obbTree
135  if( this->obbTree)
136    delete this->obbTree;
137
138  if (this->healthWidget)
139    delete this->healthWidget;
140
141  if(this->shieldWidget)
142    delete this->shieldWidget;
143
144  if( this->electronicWidget)
145    delete this->electronicWidget;
146
147  this->unsubscribeReactions();
148}
149
150/**
151 * loads the WorldEntity Specific Parameters.
152 * @param root: the XML-Element to load the Data From
153 */
154void WorldEntity::loadParams(const TiXmlElement* root)
155{
156  // Do the PNode loading stuff
157  PNode::loadParams(root);
158
159  LoadParam(root, "md2texture", this, WorldEntity, loadMD2Texture)
160  .describe("the fileName of the texture, that should be loaded onto this world-entity. (must be relative to the data-dir)")
161  .defaultValues("");
162
163  // Model Loading
164  LoadParam(root, "model", this, WorldEntity, loadModel)
165  .describe("the fileName of the model, that should be loaded onto this world-entity. (must be relative to the data-dir)")
166  .defaultValues("", 1.0f, 0);
167
168  LoadParam(root, "mountpoints", this, WorldEntity, loadMountPoints)
169  .describe("the fileName of the object information file (optional)");
170
171  // Entity Attributes
172  LoadParam(root, "maxHealth", this, WorldEntity, setHealthMax)
173  .describe("The Maximum health that can be loaded onto this entity")
174  .defaultValues(1.0f);
175
176  LoadParam(root, "health", this, WorldEntity, setHealth)
177  .describe("The Health the WorldEntity has at this moment")
178  .defaultValues(1.0f);
179
180  LoadParam(root, "list", this, WorldEntity, toListS);
181
182  LoadParam(root, "drawTrack", this, WorldEntity, drawDebugTrack)
183      .describe("draws the track for debugging purposes");
184
185  LoadParam(root, "forwardDamageToParent", this, WorldEntity, setForwardDamageToParent);
186
187  LoadParam(root, "damageable", this, WorldEntity, setDamageable);
188 
189  LoadParam(root, "damage", this, WorldEntity, setDamage );
190
191  // Track
192  LoadParamXML(root, "Track", this, WorldEntity, addTrack)
193  .describe("creates and adds a track to this WorldEntity");
194
195  LoadParam(root, "loadHealth", this, WorldEntity, loadHealth)
196      .describe("set armor/health parameters: current strenght , max strenght");
197}
198
199
200/**
201 * this functions adds a track to this workd entity. This can be usefull, if you like this WE to follow a some waypoints.
202 * here the track is created and further initializing left for the Track itself
203 */
204void WorldEntity::addTrack(const TiXmlElement* root)
205{
206  // The problem we have is most likely here. The track should be constructed WITH the XML-Code
207  this->entityTrack = new Track(root);
208  this->setParent(this->entityTrack->getTrackNode());
209  this->entityTrack->getTrackNode()->setParentMode(PNODE_ALL);
210  /*LOAD_PARAM_START_CYCLE(root, element);
211  {
212    PRINTF(4)("element is: %s\n", element->Value());
213    Factory::fabricate(element);
214  }
215  LOAD_PARAM_END_CYCLE(element);*/
216
217
218}
219
220void WorldEntity::pauseTrack(bool stop)
221{
222     if(this->entityTrack)
223       this->entityTrack->pauseTrack(stop);
224}
225
226
227/**
228 * loads a Model onto a WorldEntity
229 * @param fileName the name of the model to load
230 * @param scaling the Scaling of the model
231 *
232 * FIXME
233 * @todo: separate the obb tree generation from the model
234 */
235void WorldEntity::loadModel(const std::string& fileName, float scaling, unsigned int modelNumber, unsigned int obbTreeDepth)
236{
237  this->modelLODName = fileName;
238  this->scaling = scaling;
239
240  std::string name = fileName;
241
242  if (  name.find( Resources::ResourceManager::getInstance()->mainGlobalPath().name() ) == 0 )
243  {
244    name.erase(Resources::ResourceManager::getInstance()->mainGlobalPath().name().size());
245  }
246
247  this->modelFileName = name;
248
249  if (!fileName.empty())
250  {
251    // search for the special character # in the LoadParam
252    if (fileName.find('#') != std::string::npos)
253    {
254      PRINTF(4)("Found # in %s... searching for LOD's\n", fileName.c_str());
255      std::string lodFile = fileName;
256      unsigned int offset = lodFile.find('#');
257      for (unsigned int i = 0; i < 3; i++)
258      {
259        lodFile[offset] = 48+(int)i;
260        if (Resources::ResourceManager::getInstance()->checkFileInMainPath( lodFile))
261          this->loadModel(lodFile, scaling, i);
262      }
263      return;
264    }
265    if (this->scaling <= 0.0)
266    {
267      PRINTF(1)("YOU GAVE ME A CRAPY SCALE resetting to 1.0\n");
268      this->scaling = 1.0;
269    }
270    /// LOADING AN OBJ FILE
271    if(fileName.find(".obj") != std::string::npos)
272    {
273      PRINTF(4)("fetching OBJ file: %s\n", fileName.c_str());
274      // creating the model and loading it
275      StaticModel* model = new StaticModel();
276      *model = ResourceOBJ(fileName, this->scaling);
277
278      // check if ther is a valid model and load other stuff
279      if (model->getVertexCount() > 0)
280      {
281        this->setModel(model, modelNumber);
282
283        if( modelNumber == 0)
284        {
285          this->buildObbTree(obbTreeDepth);
286        }
287      }
288      else
289        delete model;
290    }
291    /// LOADING AN MD2-model
292    else if(fileName.find(".md2") != std::string::npos)
293    {
294      PRINTF(4)("fetching MD2 file: %s\n", fileName.c_str());
295      Model* m = new MD2Model(fileName, this->md2TextureFileName, this->scaling);
296      //this->setModel((Model*)ResourceManager::getInstance()->load(fileName, MD2, RP_CAMPAIGN), 0);
297      this->setModel(m, 0);
298
299      if( m != NULL)
300        this->buildObbTree(obbTreeDepth);
301    }
302    /// LOADING AN MD3-MODEL.
303    else if(fileName.find(".md3") != std::string::npos)
304    {
305      PRINTF(4)("fetching MD3 file: %s\n", fileName.c_str());
306      //      Model* m = new md3::MD3Model(fileName, this->scaling);
307      //      this->setModel(m, 0);
308
309      //       if( m != NULL)
310      //         this->buildObbTree(obbTreeDepth);
311    }
312  }
313  else
314  {
315    this->setModel(NULL);
316  }
317}
318
319/**
320 * sets a specific Model for the Object.
321 * @param model The Model to set
322 * @param modelNumber the n'th model in the List to get.
323 */
324void WorldEntity::setModel(Model* model, unsigned int modelNumber)
325{
326  if (this->models.size() <= modelNumber)
327    this->models.resize(modelNumber+1, NULL);
328
329  if (this->models[modelNumber] != NULL)
330  {
331    delete this->models[modelNumber];
332  }
333
334  this->models[modelNumber] = model;
335}
336
337
338
339/**
340 * loads the object information file for this model
341 * @param fileName the name of the file
342 */
343void WorldEntity::loadMountPoints(const std::string& fileName)
344{
345  PRINTF(5)("loading the oif File: %s\n", fileName.c_str());
346
347  // now load the object information file
348  this->oiFile = new ObjectInformationFile(fileName);
349
350  // get the model to load
351  Model* model = this->getModel();
352
353  // extract the mount points
354  // Patrick: they get extracted automaticaly now within the model finalization process
355  /*
356
357  if(model != NULL)
358    model->extractMountPoints();
359  else
360  {
361    PRINTF(0)("Worldentity %s has no mount points", (this->getName()).c_str());
362    return;
363  }*/
364
365  // first get all mount points from the model
366  const std::list<mountPointSkeleton> mpList = model->getMountPoints();
367  // for each skeleton create a mounting point world entity
368  std::list<mountPointSkeleton>::const_iterator it = mpList.begin();
369
370  for( ; it != mpList.end(); it++)
371  {
372    // create the mount points world entity
373    MountPoint* mp = new MountPoint( (*it).up, (*it).forward, (*it).center, (*it).name);
374    // parent it to this WE
375    mp->setParent( this);
376    // now add to the right group
377    mp->toList( (OM_LIST)(this->getOMListNumber()+1));
378    // now get the number and add the mount point to the slot
379    std::string nrStr = (*it).name.substr(3, 2);
380    // add the mount point
381    this->addMountPoint(atoi(nrStr.c_str()), mp);
382
383    // now fill the mount point
384    mp->initMountPoint( this->oiFile->getMountPointDescription());
385  }
386
387}
388
389
390/**
391 * builds the obb-tree
392 * @param depth the depth to calculate
393 */
394bool WorldEntity::buildObbTree(int depth)
395{
396  if( this->obbTree != NULL)
397  {
398    delete this->obbTree;
399    this->obbTree = NULL;
400  }
401
402  if (this->models[0] != NULL)
403    this->obbTree = new OBBTree(depth, models[0]->getModelInfo(), this);
404  else
405  {
406    PRINTF(1)("could not create obb-tree, because no model was loaded yet\n");
407    this->obbTree = NULL;
408    return false;
409  }
410
411
412  // create the axis aligned bounding box
413  if( this->aabbNode != NULL)
414  {
415    delete this->aabbNode;
416    this->aabbNode = NULL;
417  }
418
419  if( this->models[0] != NULL)
420  {
421    this->aabbNode = new AABBTreeNode();
422    this->aabbNode->spawnBVTree(this->models[0]);
423  }
424  else
425  {
426    PRINTF(1)("could not create aabb bounding box, because no model was loaded yet\n");
427    this->aabbNode = NULL;
428    return false;
429  }
430  return true;
431}
432
433
434/**
435 * adds a mount point to the end of the list
436 * @param mountPoint point to be added
437 */
438void WorldEntity::addMountPoint(MountPoint* mountPoint)
439{
440  // add the mount point at the last position
441//   this->mountPointMap[](mountPoint);
442  assert(false);
443}
444
445/**
446 * adds a mount point to a world entity
447 * @param mountPoint point to be added
448 */
449void WorldEntity::addMountPoint(int slot, MountPoint* mountPoint)
450{
451  if( this->mountPointMap.find(slot) != this->mountPointMap.end())
452  {
453    PRINTF(2)("adding a mount point to a slot, that already is occupied! ignoring - maybe some object did not get connected well (object: %s)\n", this->getClassCName());
454  }
455
456  // just connect the mount point
457  this->mountPointMap[slot] = mountPoint;
458}
459
460
461/**
462 * mounts a world entity on a specified mount point (~socket)
463 * @param entity entity to be connected
464 */
465void WorldEntity::mount(int slot, WorldEntity* entity)
466{
467  if( this->mountPointMap.find(slot) != this->mountPointMap.end())
468  {
469    PRINTF(0)("you tried to add an entity to a mount point that doesn't exist (slot %i)\n", slot);
470    return;
471  }
472
473  // mount the entity
474  this->mountPoints[slot]->mount(entity);
475}
476
477
478/**
479 * removes a mount point from a specified mount point
480 * @param mountPoint entity to be unconnected
481 */
482void WorldEntity::unmount(int slot)
483{
484  if( this->mountPoints[slot] == NULL)
485  {
486    PRINTF(0)("you tried to remove an entity from a mount point that doesn't exist (slot %i)\n", slot);
487    return;
488  }
489
490  // unmount the entity
491  this->mountPoints[slot]->unmount();
492}
493
494
495/**
496 * subscribes this world entity to a collision reaction
497 *  @param type the type of reaction to subscribe to
498 *  @param target1 a filter target (classID)
499 */
500void WorldEntity::subscribeReaction(CoRe::CREngine::ReactionType type, const ClassID& target1)
501{
502  this->_collisionFilter.subscribeReaction(type, target1);
503}
504
505
506/**
507 * subscribes this world entity to a collision reaction
508 *  @param type the type of reaction to subscribe to
509 *  @param target1 a filter target (classID)
510 */
511void WorldEntity::subscribeReaction(CoRe::CREngine::ReactionType type, const ClassID& target1, const ClassID& target2)
512{
513  this->_collisionFilter.subscribeReaction(type, target1, target2);
514}
515
516
517/**
518 * subscribes this world entity to a collision reaction
519 *  @param type the type of reaction to subscribe to
520 *  @param target1 a filter target (classID)
521 */
522void WorldEntity::subscribeReaction(CoRe::CREngine::ReactionType type, const ClassID& target1, const ClassID& target2, const ClassID& target3)
523{
524  this->_collisionFilter.subscribeReaction(type, target1, target2, target3);
525}
526
527
528/**
529 * unsubscribes a specific reaction from the worldentity
530 *  @param type the reaction to unsubscribe
531 */
532void WorldEntity::unsubscribeReaction(CoRe::CREngine::ReactionType type)
533{
534  this->_collisionFilter.unsubscribeReaction(type);
535}
536
537
538/**
539 * unsubscribes all collision reactions
540 */
541void WorldEntity::unsubscribeReactions()
542{
543  this->_collisionFilter.unsubscribeReactions();
544}
545
546
547/**
548 * @brief moves this entity to the List OM_List
549 * @param list the list to set this Entity to.
550 *
551 * this is the same as a call to State::getObjectManager()->toList(entity , list);
552 * directly, but with an easier interface.
553 *
554 * @todo inline this (peut etre)
555 */
556void WorldEntity::toList(OM_LIST list)
557{
558  State::getObjectManager()->toList(this, list);
559}
560
561void WorldEntity::toListS(const std::string& listName)
562{
563  OM_LIST id = ObjectManager::StringToOMList(listName);
564  if (id != OM_NULL)
565    this->toList(id);
566  else
567    PRINTF(2)("List %s not found\n", listName.c_str());
568}
569
570
571void WorldEntity::toReflectionList()
572{
573  State::getObjectManager()->toReflectionList( this );
574}
575
576void removeFromReflectionList()
577{
578  /// TODO
579  ///  State::getObject
580}
581
582/**
583 * sets the character attributes of a worldentity
584 * @param character attributes
585 *
586 * these attributes don't have to be set, only use them, if you need them
587*/
588//void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr)
589//{}
590
591
592/**
593 *  this function is called, when two entities collide
594 * @param entity: the world entity with whom it collides
595 *
596 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
597 */
598void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location)
599{
600  /**
601   * THIS IS A DEFAULT COLLISION-Effect.
602   * IF YOU WANT TO CREATE A SPECIFIC COLLISION ON EACH OBJECT
603   * USE::
604   * if (entity->isA(CL_WHAT_YOU_ARE_LOOKING_FOR)) { printf "dothings"; };
605   *
606   * You can always define a default Action.... don't be affraid just test it :)
607   */
608  //  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassCName(), entity->getClassCName(), location.x, location.y, location.z);
609}
610
611
612/**
613 *  this function is called, when two entities collide
614 * @param entity: the world entity with whom it collides
615 *
616 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
617 */
618void WorldEntity::collidesWithGround(const Vector& location)
619{
620  PRINTF(0)("BSP_GROUND: %s collides \n", this->getClassCName() );
621}
622
623void WorldEntity::collidesWithGround(const Vector& feet, const Vector& ray_1, const Vector& ray_2)
624{
625
626  // PRINTF(0)("BSP_GROUND: Player collides \n", this->getClassCName() );
627
628  Vector v = this->getAbsDirX();
629  v.x *= 10.1;
630  v.y *= 10.1;
631  v.z *= 10.1;
632  Vector u = Vector(0.0,-20.0,0.0);
633
634
635  if(!(this->getAbsCoor().x == ray_2.x && this->getAbsCoor().y == ray_2.y && this->getAbsCoor().z == ray_2.z) )
636  {
637
638    this->setAbsCoor(ray_2 - v);
639
640  }
641  else
642  {
643    if(ray_1.x == this->getAbsCoor().x + v.x && ray_1.y == this->getAbsCoor().y + v.y + 0.1 && ray_1.z ==this->getAbsCoor().z + v.z)
644    {
645      this->setAbsCoor(feet -u );
646    }
647
648    this->setAbsCoor(ray_2 - v);
649
650  }
651
652
653}
654
655/**
656 *  this is called immediately after the Entity has been constructed, initialized and then Spawned into the World
657 *
658 */
659void WorldEntity::postSpawn ()
660{}
661
662
663/**
664 *  this method is called by the world if the WorldEntity leaves the game
665 */
666void WorldEntity::leaveWorld ()
667{}
668
669
670/**
671 * resets the WorldEntity to its initial values. eg. used for multiplayer games: respawning
672 */
673void WorldEntity::reset()
674{
675  this->setHealth( this->getHealthMax() );
676}
677
678/**
679 *  this method is called every frame
680 * @param time: the time in seconds that has passed since the last tick
681 *
682 * Handle all stuff that should update with time inside this method (movement, animation, etc.)
683*/
684void WorldEntity::tick(float time)
685{}
686
687
688/**
689 *  the entity is drawn onto the screen with this function
690 *
691 * This is a central function of an entity: call it to let the entity painted to the screen.
692 * Just override this function with whatever you want to be drawn.
693*/
694void WorldEntity::draw() const
695{
696  //PRINTF(0)("(%s::%s)\n", this->getClassCName(), this->getName());
697  //  assert(!unlikely(this->models.empty()));
698  {
699    glMatrixMode(GL_MODELVIEW);
700    glPushMatrix();
701
702    /* translate */
703    glTranslatef (this->getAbsCoor ().x,
704                  this->getAbsCoor ().y,
705                  this->getAbsCoor ().z);
706    Vector tmpRot = this->getAbsDir().getSpacialAxis();
707    glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
708
709
710    // This Draws the LOD's
711    float cameraDistance = State::getCamera()->distance(this);
712    if (cameraDistance > 30 && this->models.size() >= 3 && this->models[2] != NULL)
713    {
714      this->models[2]->draw();
715    }
716    else if (cameraDistance > 10 && this->models.size() >= 2 && this->models[1] != NULL)
717    {
718      this->models[1]->draw();
719    }
720    else if (this->models.size() >= 1 && this->models[0] != NULL)
721    {
722      this->models[0]->draw();
723    }
724
725    //if (this->entityTrack)
726    //this->entityTrack->drawGraph(0.02);
727
728    //     if( this->aabbNode != NULL)
729    //       this->aabbNode->drawBV(0, DRAW_BV_POLYGON, Vector(1, 0.6, 0.2), true);
730
731    glPopMatrix();
732  }
733}
734
735
736/**
737 *  the entity is drawn onto the screen with this function
738 *
739 * This is a central function of an entity: call it to let the entity painted to the screen.
740 * Just override this function with whatever you want to be drawn.
741*/
742void WorldEntity::draw(const Model* model) const
743{
744  if(bVisible)
745  {
746  glMatrixMode(GL_MODELVIEW);
747  glPushMatrix();
748
749  /* translate */
750  glTranslatef (this->getAbsCoor ().x,
751                this->getAbsCoor ().y,
752                this->getAbsCoor ().z);
753  Vector tmpRot = this->getAbsDir().getSpacialAxis();
754  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
755
756
757  // This Draws the LOD's
758  if( model != NULL)
759    model->draw();
760
761  glPopMatrix();
762  }
763}
764
765
766/**
767 * @param health the Health to add.
768 * @returns the health left (this->healthMax - health+this->health)
769 */
770float WorldEntity::increaseHealth(float health)
771{
772  this->health += health;
773  if (this->health > this->healthMax)
774  {
775    float retHealth = this->healthMax - this->health;
776    this->health = this->healthMax;
777    this->updateHealthWidget();
778    return retHealth;
779  }
780  this->updateHealthWidget();
781  return 0.0;
782}
783
784/**
785 * @param health the Health to be removed
786 * @returns 0.0 or the rest, that was not substracted (bellow 0.0)
787 */
788float WorldEntity::decreaseHealth(float health)
789{
790  this->health -= health;
791
792  if (this->health < 0)
793  {
794    float retHealth = -this->health;
795    this->health = 0.0f;
796    this->updateHealthWidget();
797    return retHealth;
798  }
799  this->updateHealthWidget();
800  return 0.0;
801}
802
803
804/**
805 * @param maxHealth the maximal health that can be loaded onto the entity.
806 */
807void WorldEntity::setHealthMax(float healthMax)
808{
809  this->healthMax = healthMax;
810  if (this->health > this->healthMax)
811  {
812    PRINTF(3)("new maxHealth is bigger as the old health. Did you really intend to do this for (%s::%s)\n", this->getClassCName(), this->getCName());
813    this->health = this->healthMax;
814  }
815  this->updateHealthWidget();
816}
817
818
819
820/**
821 * @param shiled the Shieldstength to add.
822 * @returns the shield left (this->shieldMax - shiled + this->shield)
823 */
824float WorldEntity::increaseShield(float shiled)
825{
826  this->shield += shield;
827  if (this->shield > this->shieldTH * this->shieldMax) { this->bShieldActive = true; }
828  if (this->shield > this->shieldMax)
829  {
830    float retShield = this->shieldMax - this->shield;
831    this->shield = this->shieldMax;
832//     this->updateShieldWidget();
833    return retShield;
834  }
835//   this->updateShieldWidget();
836  return 0.0;
837}
838
839/**
840 * @param shield the Shieldstrength to be removed
841 * @returns 0.0 or the rest, if the shield drops belew 0.0
842 */
843float WorldEntity::decreaseShield(float shield)
844{
845  this->shield -= shield;
846
847  if (this->shield <= 0)
848  {
849    float retShield = -this->shield;
850//     this->updateShieldWidget();
851    this->bShieldActive = false;
852    return retShield;
853  }
854//   this->updateShieldWidget();
855  return 0.0;
856}
857
858
859
860/**
861 * @brief creates the HealthWidget
862 *
863 * since not all entities need an HealthWidget, it is only created on request.
864 */
865void WorldEntity::createHealthWidget()
866{
867  if (this->healthWidget == NULL)
868  {
869    this->healthWidget = new OrxGui::GLGuiEnergyWidgetVertical();
870    //this->healthWidget->setDisplayedName("Health");
871    //this->healthWidget->setSize2D(100,20);
872    //this->healthWidget->setAbsCoor2D(100,200);
873
874    this->updateHealthWidget();
875  }
876  else
877    PRINTF(3)("Allready created the HealthWidget for %s::%s\n", this->getClassCName(), this->getCName());
878}
879
880
881/**
882 * @brief creates the ImplantWidget
883 *
884 * since not all entities need an ImpantWidget, it is only created on request.
885 */
886void WorldEntity::createImplantWidget()
887{
888  if (this->implantWidget == NULL)
889  {
890    this->implantWidget = new OrxGui::GLGuiEnergyWidgetVertical();
891    //this->impantWidget->setDisplayedName("Implant");
892    //this->impantWidget->setSize2D(100,20);
893    //this->impantWidget->setAbsCoor2D(100,200);
894
895    //this->updateImplantWidget();
896  }
897  else
898    PRINTF(3)("Allready created the ImlpantWidget for %s::%s\n", this->getClassCName(), this->getCName());
899}
900
901
902
903void WorldEntity::createShieldWidget()
904{
905  if (this->shieldWidget == NULL)
906  {
907    this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
908    this->updateShieldWidget();
909  }
910  else
911    PRINTF(3)("Allready created the ShieldWidget for %s::%s\n", this->getClassCName(), this->getCName());
912}
913
914void WorldEntity::createElectronicWidget()
915{
916  if (this->electronicWidget == NULL)
917  {
918    this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
919    this->updateElectronicWidget();
920  }
921  else
922    PRINTF(3)("Allready created the ElectronicWidget for %s::%s\n", this->getClassCName(), this->getCName());
923}
924
925
926
927void WorldEntity::increaseHealthMax(float increaseHealth)
928{
929  this->healthMax += increaseHealth;
930  this->updateHealthWidget();
931}
932
933
934OrxGui::GLGuiWidget* WorldEntity::getHealthWidget()
935{
936  if ( this->healthWidget == NULL)
937    this->createHealthWidget();
938  return this->healthWidget;
939}
940
941
942
943OrxGui::GLGuiWidget* WorldEntity::getImplantWidget()
944{
945  this->createImplantWidget();
946  return this->implantWidget;
947}
948
949
950
951OrxGui::GLGuiWidget* WorldEntity::getShieldWidget()
952{
953  if ( this->shieldWidget == NULL)
954    this->createShieldWidget();
955  return this->shieldWidget;
956}
957
958
959OrxGui::GLGuiWidget* WorldEntity::getElectronicWidget()
960{
961  if ( this->electronicWidget == NULL)
962    this->createElectronicWidget();
963  return this->electronicWidget;
964}
965
966
967
968
969/**
970 * @param visibility shows or hides the health-bar
971 * (creates the widget if needed)
972 */
973void WorldEntity::setHealthWidgetVisibility(bool visibility)
974{
975  if (visibility)
976  {
977    if (this->healthWidget != NULL)
978      this->healthWidget->show();
979    else
980    {
981      this->createHealthWidget();
982      this->updateHealthWidget();
983      this->healthWidget->show();
984    }
985  }
986  else if (this->healthWidget != NULL)
987    this->healthWidget->hide();
988}
989
990
991/**
992 * hit the world entity with
993 *  @param damage damage to be dealt
994 */
995void WorldEntity::hit(float damage, WorldEntity* killer)
996{
997  if ( forwardDamageToParent && this->getParent() != NullParent::getNullParent() && this->getParent()->isA( WorldEntity::staticClassID() ) )
998  {
999    WorldEntity* pa = dynamic_cast<WorldEntity*>(this->getParent());
1000    pa->hit( damage, killer );
1001    return;
1002  }
1003 
1004  bool dead = this->getHealth()<=0;
1005 
1006  if ( !damageable )
1007    return;
1008 
1009  this->decreaseHealth(damage);
1010
1011  if( this->getHealth() > 0)
1012  {
1013    // any small explosion animaitions
1014  }
1015  else
1016  {
1017    if ( !dead )
1018      this->destroy( killer );
1019  }
1020}
1021
1022
1023/**
1024 * destoys the world entity
1025 */
1026void WorldEntity::destroy(WorldEntity* killer)
1027{
1028  this->toList(OM_DEAD);
1029}
1030
1031
1032/**
1033 * @brief updates the HealthWidget
1034 */
1035void WorldEntity::updateHealthWidget()
1036{
1037  if (this->healthWidget != NULL)
1038  {
1039    this->healthWidget->setMaximum(this->healthMax);
1040    this->healthWidget->setValue(this->health);
1041  }
1042}
1043
1044/**
1045 * @brief updates the Electronic Widget
1046 */
1047//!< xferred from spaceship
1048void WorldEntity::updateElectronicWidget(){
1049  if (this->electronicWidget != NULL)
1050  { //if it exists already: update it
1051     this->electronicWidget->setMaximum(this->electronicMax);
1052     this->electronicWidget->setValue(this->electronic);
1053  }
1054  else
1055  { //create the widget
1056    this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
1057    this->electronicWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
1058    //this->electronicWidget->setDisplayedName("Electronics:");
1059    //this->electronicWidget->setSize2D(100,20);
1060    //this->electronicWidget->setAbsCoor2D(150,200);
1061    this->updateElectronicWidget();
1062//     if ( dynamic_cast<SpaceShip*>(this)->hasPlayer() )
1063//       State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
1064  }
1065}
1066
1067/**
1068 * @brief updates the ShieldWidget
1069 */
1070//!< xferred from spaceship
1071void WorldEntity::updateShieldWidget()
1072{
1073  if (this->shieldWidget != NULL)
1074  {
1075    this->shieldWidget->setMaximum(this->shieldMax);
1076    this->shieldWidget->setValue(this->shield);;
1077  }
1078  else
1079  {
1080    this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
1081    this->shieldWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
1082    //this->shieldWidget->setDisplayedName("Shield:");
1083    //his->shieldWidget->setSize2D(100,20);
1084    //this->shieldWidget->setAbsCoor2D(200,200);
1085    this->updateShieldWidget();
1086//     if (dynamic_cast<SpaceShip*>(this)->hasPlayer())
1087//       State::getPlayer()->hud().setShieldWidget(this->shieldWidget);
1088  }
1089}
1090
1091
1092
1093/**
1094 * DEBUG-DRAW OF THE BV-Tree.
1095 * @param depth What depth to draw
1096 * @param drawMode the mode to draw this entity under
1097 */
1098void WorldEntity::drawBVTree(int depth, int drawMode) const
1099{
1100  glMatrixMode(GL_MODELVIEW);
1101  glPushMatrix();
1102  /* translate */
1103  glTranslatef (this->getAbsCoor ().x,
1104                this->getAbsCoor ().y,
1105                this->getAbsCoor ().z);
1106  /* rotate */
1107  Vector tmpRot = this->getAbsDir().getSpacialAxis();
1108  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
1109
1110
1111  if (this->obbTree)
1112    this->obbTree->drawBV(depth, drawMode);
1113
1114
1115  glPopMatrix();
1116}
1117
1118
1119
1120/**
1121 * draw the mounting points
1122 */
1123void WorldEntity::debugDrawMountPoints() const
1124{
1125
1126  std::vector<MountPoint*>::const_iterator it = this->mountPoints.begin();
1127  for( ; it < this->mountPoints.end(); it++)
1128  {
1129    if( (*it) != NULL)
1130    {
1131      (*it)->debugDraw();
1132    }
1133  }
1134}
1135
1136
1137/**
1138 * Debug the WorldEntity
1139 */
1140void WorldEntity::debugEntity() const
1141{
1142  PRINT(0)("WorldEntity %s::%s  (DEBUG)\n", this->getClassCName(), this->getCName());
1143  this->debugNode();
1144  PRINT(0)("List: %s ; ModelCount %d - ", ObjectManager::OMListToString(this->objectListNumber).c_str(), this->models.size());
1145  for (unsigned int i = 0; i < this->models.size(); i++)
1146  {
1147    if (models[i] != NULL)
1148      PRINT(0)(" : %d:%s", i, this->models[i]->getCName());
1149  }
1150  PRINT(0)("\n");
1151
1152}
1153
1154
1155/**
1156 * handler for changes on registred vars
1157 * @param id id's which changed
1158 */
1159void WorldEntity::varChangeHandler( std::list< int > & id )
1160{
1161  if ( std::find( id.begin(), id.end(), modelFileName_handle ) != id.end() ||
1162       std::find( id.begin(), id.end(), scaling_handle ) != id.end()
1163     )
1164  {
1165    loadModel( modelFileName, scaling );
1166  }
1167
1168  if ( std::find( id.begin(), id.end(), list_handle ) != id.end() )
1169  {
1170    this->toList( (OM_LIST)list_write );
1171  }
1172
1173  if ( std::find( id.begin(), id.end(), health_handle ) != id.end() )
1174  {
1175    this->setHealth( health_write );
1176  }
1177
1178  if ( std::find( id.begin(), id.end(), healthMax_handle ) != id.end() )
1179  {
1180    this->setHealthMax( healthMax_write );
1181  }
1182
1183  PNode::varChangeHandler( id );
1184}
1185
1186
1187void WorldEntity::regen(float time){
1188  static float tmp;
1189  increaseHealth(time * this->healthRegen);
1190  increaseShield(time * this->shieldRegen);
1191
1192
1193  if (this->electronic != this->electronicMax || this->electronicRegen != 0){
1194    tmp = this->electronic + this->electronicRegen * time;
1195    if ( tmp > electronicMax)
1196      this->electronic = this->electronicMax;
1197    else
1198      this->electronic = tmp;
1199
1200    updateElectronicWidget();
1201  }
1202
1203}
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