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source: orxonox.OLD/branches/presentation/src/world_entities/world_entity.cc @ 10765

Last change on this file since 10765 was 10765, checked in by nicolasc, 17 years ago

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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  LoadParam(root, "loadShield", this, WorldEntity, loadShield)
198      .describe("set shield parameters: current strenght , max strenght, threshhold value (0..1), regeneration rate");
199  LoadParam(root, "loadElectronic", this, WorldEntity, loadElectronic)
200      .describe("set electronics parameters: current strenght , max strenght, threshhold value (0..1), regeneration rate");
201}
202
203
204/**
205 * this functions adds a track to this workd entity. This can be usefull, if you like this WE to follow a some waypoints.
206 * here the track is created and further initializing left for the Track itself
207 */
208void WorldEntity::addTrack(const TiXmlElement* root)
209{
210  // The problem we have is most likely here. The track should be constructed WITH the XML-Code
211  this->entityTrack = new Track(root);
212  this->setParent(this->entityTrack->getTrackNode());
213  this->entityTrack->getTrackNode()->setParentMode(PNODE_ALL);
214  /*LOAD_PARAM_START_CYCLE(root, element);
215  {
216    PRINTF(4)("element is: %s\n", element->Value());
217    Factory::fabricate(element);
218  }
219  LOAD_PARAM_END_CYCLE(element);*/
220
221
222}
223
224void WorldEntity::pauseTrack(bool stop)
225{
226     if(this->entityTrack)
227       this->entityTrack->pauseTrack(stop);
228}
229
230
231/**
232 * loads a Model onto a WorldEntity
233 * @param fileName the name of the model to load
234 * @param scaling the Scaling of the model
235 *
236 * FIXME
237 * @todo: separate the obb tree generation from the model
238 */
239void WorldEntity::loadModel(const std::string& fileName, float scaling, unsigned int modelNumber, unsigned int obbTreeDepth)
240{
241  this->modelLODName = fileName;
242  this->scaling = scaling;
243
244  std::string name = fileName;
245
246  if (  name.find( Resources::ResourceManager::getInstance()->mainGlobalPath().name() ) == 0 )
247  {
248    name.erase(Resources::ResourceManager::getInstance()->mainGlobalPath().name().size());
249  }
250
251  this->modelFileName = name;
252
253  if (!fileName.empty())
254  {
255    // search for the special character # in the LoadParam
256    if (fileName.find('#') != std::string::npos)
257    {
258      PRINTF(4)("Found # in %s... searching for LOD's\n", fileName.c_str());
259      std::string lodFile = fileName;
260      unsigned int offset = lodFile.find('#');
261      for (unsigned int i = 0; i < 3; i++)
262      {
263        lodFile[offset] = 48+(int)i;
264        if (Resources::ResourceManager::getInstance()->checkFileInMainPath( lodFile))
265          this->loadModel(lodFile, scaling, i);
266      }
267      return;
268    }
269    if (this->scaling <= 0.0)
270    {
271      PRINTF(1)("YOU GAVE ME A CRAPY SCALE resetting to 1.0\n");
272      this->scaling = 1.0;
273    }
274    /// LOADING AN OBJ FILE
275    if(fileName.find(".obj") != std::string::npos)
276    {
277      PRINTF(4)("fetching OBJ file: %s\n", fileName.c_str());
278      // creating the model and loading it  OrxGui::GLGuiEnergyWidgetVertical* implantWidget;
279      StaticModel* model = new StaticModel();
280      *model = ResourceOBJ(fileName, this->scaling);
281
282      // check if ther is a valid model and load other stuff
283      if (model->getVertexCount() > 0)
284      {
285        this->setModel(model, modelNumber);
286
287        if( modelNumber == 0)
288        {
289          this->buildObbTree(obbTreeDepth);
290        }
291      }
292      else
293        delete model;
294    }
295    /// LOADING AN MD2-model
296    else if(fileName.find(".md2") != std::string::npos)
297    {
298      PRINTF(4)("fetching MD2 file: %s\n", fileName.c_str());
299      Model* m = new MD2Model(fileName, this->md2TextureFileName, this->scaling);
300      //this->setModel((Model*)ResourceManager::getInstance()->load(fileName, MD2, RP_CAMPAIGN), 0);
301      this->setModel(m, 0);
302
303      if( m != NULL)
304        this->buildObbTree(obbTreeDepth);
305    }
306    /// LOADING AN MD3-MODEL.
307    else if(fileName.find(".md3") != std::string::npos)
308    {
309      PRINTF(4)("fetching MD3 file: %s\n", fileName.c_str());
310      //      Model* m = new md3::MD3Model(fileName, this->scaling);
311      //      this->setModel(m, 0);
312
313      //       if( m != NULL)
314      //         this->buildObbTree(obbTreeDepth);
315    }
316  }
317  else
318  {
319    this->setModel(NULL);
320  }
321}
322
323/**
324 * sets a specific Model for the Object.
325 * @param model The Model to set
326 * @param modelNumber the n'th model in the List to get.
327 */
328void WorldEntity::setModel(Model* model, unsigned int modelNumber)
329{
330  if (this->models.size() <= modelNumber)
331    this->models.resize(modelNumber+1, NULL);
332
333  if (this->models[modelNumber] != NULL)
334  {
335    delete this->models[modelNumber];
336  }
337
338  this->models[modelNumber] = model;
339}
340
341
342
343/**
344 * loads the object information file for this model
345 * @param fileName the name of the file
346 */
347void WorldEntity::loadMountPoints(const std::string& fileName)
348{
349  PRINTF(5)("loading the oif File: %s\n", fileName.c_str());
350
351  // now load the object information file
352  this->oiFile = new ObjectInformationFile(fileName);
353
354  // get the model to load
355  Model* model = this->getModel();
356  assert(model && "you must load a model first");
357
358  // extract the mount points
359  // Patrick: they get extracted automaticaly now within the model finalization process
360 
361
362  if(model != NULL)
363    model->extractMountPoints();
364  else
365  {
366    PRINTF(0)("Worldentity %s has no mount points", (this->getName()).c_str());
367    return;
368  }
369
370  // first get all mount points from the model
371  const std::list<mountPointSkeleton> mpList = model->getMountPoints();
372  // for each skeleton create a mounting point world entity
373  std::list<mountPointSkeleton>::const_iterator it = mpList.begin();
374
375  for( ; it != mpList.end(); it++)
376  {
377    // create the mount points world entity
378    MountPoint* mp = new MountPoint( (*it).up, (*it).forward, (*it).center, (*it).name);
379    // parent it to this WE
380    mp->setParent( this);
381    // now add to the right group
382    mp->toList( (OM_LIST)(this->getOMListNumber()+1));
383    // now get the number and add the mount point to the slot
384    std::string nrStr = (*it).name.substr(3, 2);
385    // add the mount point
386    this->addMountPoint(atoi(nrStr.c_str()), mp);
387
388    // now fill the mount point
389    mp->initMountPoint( this->oiFile->getMountPointDescription());
390  }
391
392}
393
394
395/**
396 * builds the obb-tree
397 * @param depth the depth to calculate
398 */
399bool WorldEntity::buildObbTree(int depth)
400{
401  if( this->obbTree != NULL)
402  {
403    delete this->obbTree;
404    this->obbTree = NULL;
405  }
406
407  if (this->models[0] != NULL)
408    this->obbTree = new OBBTree(depth, models[0]->getModelInfo(), this);
409  else
410  {
411    PRINTF(1)("could not create obb-tree, because no model was loaded yet\n");
412    this->obbTree = NULL;
413    return false;
414  }
415
416
417  // create the axis aligned bounding box
418  if( this->aabbNode != NULL)
419  {
420    delete this->aabbNode;
421    this->aabbNode = NULL;
422  }
423
424  if( this->models[0] != NULL)
425  {
426    this->aabbNode = new AABBTreeNode();
427    this->aabbNode->spawnBVTree(this->models[0]);
428  }
429  else
430  {
431    PRINTF(1)("could not create aabb bounding box, because no model was loaded yet\n");
432    this->aabbNode = NULL;
433    return false;
434  }
435  return true;
436}
437
438
439/**
440 * adds a mount point to the end of the list
441 * @param mountPoint point to be added
442 */
443void WorldEntity::addMountPoint(MountPoint* mountPoint)
444{
445  // add the mount point at the last position
446//   this->mountPointMap[](mountPoint);
447  assert(false);
448}
449
450/**
451 * adds a mount point to a world entity
452 * @param mountPoint point to be added
453 */
454void WorldEntity::addMountPoint(int slot, MountPoint* mountPoint)
455{
456  if( this->mountPointMap.find(slot) != this->mountPointMap.end())
457  {
458    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());
459  }
460
461  // just connect the mount point
462  this->mountPointMap[slot] = mountPoint;
463}
464
465
466/**
467 * mounts a world entity on a specified mount point (~socket)
468 * @param entity entity to be connected
469 */
470void WorldEntity::mount(int slot, WorldEntity* entity)
471{
472  if( this->mountPointMap.find(slot) != this->mountPointMap.end())
473  {
474    PRINTF(0)("you tried to add an entity to a mount point that doesn't exist (slot %i)\n", slot);
475    return;
476  }
477
478  // mount the entity
479  this->mountPoints[slot]->mount(entity);
480}
481
482
483/**
484 * removes a mount point from a specified mount point
485 * @param mountPoint entity to be unconnected
486 */
487void WorldEntity::unmount(int slot)
488{
489  if( this->mountPoints[slot] == NULL)
490  {
491    PRINTF(0)("you tried to remove an entity from a mount point that doesn't exist (slot %i)\n", slot);
492    return;
493  }
494
495  // unmount the entity
496  this->mountPoints[slot]->unmount();
497}
498
499
500/**
501 * subscribes this world entity to a collision reaction
502 *  @param type the type of reaction to subscribe to
503 *  @param target1 a filter target (classID)
504 */
505void WorldEntity::subscribeReaction(CoRe::CREngine::ReactionType type, const ClassID& target1)
506{
507  this->_collisionFilter.subscribeReaction(type, target1);
508}
509
510
511/**
512 * subscribes this world entity to a collision reaction
513 *  @param type the type of reaction to subscribe to
514 *  @param target1 a filter target (classID)
515 */
516void WorldEntity::subscribeReaction(CoRe::CREngine::ReactionType type, const ClassID& target1, const ClassID& target2)
517{
518  this->_collisionFilter.subscribeReaction(type, target1, target2);
519}
520
521
522/**
523 * subscribes this world entity to a collision reaction
524 *  @param type the type of reaction to subscribe to
525 *  @param target1 a filter target (classID)
526 */
527void WorldEntity::subscribeReaction(CoRe::CREngine::ReactionType type, const ClassID& target1, const ClassID& target2, const ClassID& target3)
528{
529  this->_collisionFilter.subscribeReaction(type, target1, target2, target3);
530}
531
532
533/**
534 * unsubscribes a specific reaction from the worldentity
535 *  @param type the reaction to unsubscribe
536 */
537void WorldEntity::unsubscribeReaction(CoRe::CREngine::ReactionType type)
538{
539  this->_collisionFilter.unsubscribeReaction(type);
540}
541
542
543/**
544 * unsubscribes all collision reactions
545 */
546void WorldEntity::unsubscribeReactions()
547{
548  this->_collisionFilter.unsubscribeReactions();
549}
550
551
552/**
553 * @brief moves this entity to the List OM_List
554 * @param list the list to set this Entity to.
555 *
556 * this is the same as a call to State::getObjectManager()->toList(entity , list);
557 * directly, but with an easier interface.
558 *
559 * @todo inline this (peut etre)
560 */
561void WorldEntity::toList(OM_LIST list)
562{
563  State::getObjectManager()->toList(this, list);
564}
565
566void WorldEntity::toListS(const std::string& listName)
567{
568  OM_LIST id = ObjectManager::StringToOMList(listName);
569  if (id != OM_NULL)
570    this->toList(id);
571  else
572    PRINTF(2)("List %s not found\n", listName.c_str());
573}
574
575
576void WorldEntity::toReflectionList()
577{
578  State::getObjectManager()->toReflectionList( this );
579}
580
581void removeFromReflectionList()
582{
583  /// TODO
584  ///  State::getObject
585}
586
587/**
588 * sets the character attributes of a worldentity
589 * @param character attributes
590 *
591 * these attributes don't have to be set, only use them, if you need them
592*/
593//void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr)
594//{}
595
596
597/**
598 *  this function is called, when two entities collide
599 * @param entity: the world entity with whom it collides
600 *
601 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
602 */
603void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location)
604{
605  /**
606   * THIS IS A DEFAULT COLLISION-Effect.
607   * IF YOU WANT TO CREATE A SPECIFIC COLLISION ON EACH OBJECT
608   * USE::
609   * if (entity->isA(CL_WHAT_YOU_ARE_LOOKING_FOR)) { printf "dothings"; };
610   *
611   * You can always define a default Action.... don't be affraid just test it :)
612   */
613  //  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassCName(), entity->getClassCName(), location.x, location.y, location.z);
614}
615
616
617/**
618 *  this function is called, when two entities collide
619 * @param entity: the world entity with whom it collides
620 *
621 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
622 */
623void WorldEntity::collidesWithGround(const Vector& location)
624{
625  PRINTF(0)("BSP_GROUND: %s collides \n", this->getClassCName() );
626}
627
628void WorldEntity::collidesWithGround(const Vector& feet, const Vector& ray_1, const Vector& ray_2)
629{
630
631  // PRINTF(0)("BSP_GROUND: Player collides \n", this->getClassCName() );
632
633  Vector v = this->getAbsDirX();
634  v.x *= 10.1;
635  v.y *= 10.1;
636  v.z *= 10.1;
637  Vector u = Vector(0.0,-20.0,0.0);
638
639
640  if(!(this->getAbsCoor().x == ray_2.x && this->getAbsCoor().y == ray_2.y && this->getAbsCoor().z == ray_2.z) )
641  {
642
643    this->setAbsCoor(ray_2 - v);
644
645  }
646  else
647  {
648    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)
649    {
650      this->setAbsCoor(feet -u );
651    }
652
653    this->setAbsCoor(ray_2 - v);
654
655  }
656
657
658}
659
660/**
661 *  this is called immediately after the Entity has been constructed, initialized and then Spawned into the World
662 *
663 */
664void WorldEntity::postSpawn ()
665{}
666
667
668/**
669 *  this method is called by the world if the WorldEntity leaves the game
670 */
671void WorldEntity::leaveWorld ()
672{}
673
674
675/**
676 * resets the WorldEntity to its initial values. eg. used for multiplayer games: respawning
677 */
678void WorldEntity::reset()
679{
680  this->setHealth( this->getHealthMax() );
681}
682
683/**
684 *  this method is called every frame
685 * @param time: the time in seconds that has passed since the last tick
686 *
687 * Handle all stuff that should update with time inside this method (movement, animation, etc.)
688*/
689void WorldEntity::tick(float time)
690{}
691
692
693/**
694 *  the entity is drawn onto the screen with this function
695 *
696 * This is a central function of an entity: call it to let the entity painted to the screen.
697 * Just override this function with whatever you want to be drawn.
698*/
699void WorldEntity::draw() const
700{
701  //PRINTF(0)("(%s::%s)\n", this->getClassCName(), this->getName());
702  //  assert(!unlikely(this->models.empty()));
703  {
704    glMatrixMode(GL_MODELVIEW);
705    glPushMatrix();
706
707    /* translate */
708    glTranslatef (this->getAbsCoor ().x,
709                  this->getAbsCoor ().y,
710                  this->getAbsCoor ().z);
711    Vector tmpRot = this->getAbsDir().getSpacialAxis();
712    glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
713
714
715    // This Draws the LOD's
716    float cameraDistance = State::getCamera()->distance(this);
717    if (cameraDistance > 30 && this->models.size() >= 3 && this->models[2] != NULL)
718    {
719      this->models[2]->draw();
720    }
721    else if (cameraDistance > 10 && this->models.size() >= 2 && this->models[1] != NULL)
722    {
723      this->models[1]->draw();
724    }
725    else if (this->models.size() >= 1 && this->models[0] != NULL)
726    {
727      this->models[0]->draw();
728    }
729
730    //if (this->entityTrack)
731    //this->entityTrack->drawGraph(0.02);
732
733    //     if( this->aabbNode != NULL)
734    //       this->aabbNode->drawBV(0, DRAW_BV_POLYGON, Vector(1, 0.6, 0.2), true);
735
736    glPopMatrix();
737  }
738}
739
740
741/**
742 *  the entity is drawn onto the screen with this function
743 *
744 * This is a central function of an entity: call it to let the entity painted to the screen.
745 * Just override this function with whatever you want to be drawn.
746*/
747void WorldEntity::draw(const Model* model) const
748{
749  if(bVisible)
750  {
751  glMatrixMode(GL_MODELVIEW);
752  glPushMatrix();
753
754  /* translate */
755  glTranslatef (this->getAbsCoor ().x,
756                this->getAbsCoor ().y,
757                this->getAbsCoor ().z);
758  Vector tmpRot = this->getAbsDir().getSpacialAxis();
759  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
760
761
762  // This Draws the LOD's
763  if( model != NULL)
764    model->draw();
765
766  glPopMatrix();
767  }
768}
769
770
771/**
772 * @param health the Health to add.
773 * @returns the health left (this->healthMax - health+this->health)
774 */
775float WorldEntity::increaseHealth(float health)
776{
777  this->health += health;
778  if (this->health > this->healthMax)
779  {
780    float retHealth = this->healthMax - this->health;
781    this->health = this->healthMax;
782    this->updateHealthWidget();
783    return retHealth;
784  }
785  this->updateHealthWidget();
786  return 0.0;
787}
788
789/**
790 * @param health the Health to be removed
791 * @returns 0.0 or the rest, that was not substracted (bellow 0.0)
792 */
793float WorldEntity::decreaseHealth(float health)
794{
795  this->health -= health;
796
797  if (this->health < 0)
798  {
799    float retHealth = -this->health;
800    this->health = 0.0f;
801    this->updateHealthWidget();
802    return retHealth;
803  }
804  this->updateHealthWidget();
805  return 0.0;
806}
807
808
809/**
810 * @param maxHealth the maximal health that can be loaded onto the entity.
811 */
812void WorldEntity::setHealthMax(float healthMax)
813{
814  this->healthMax = healthMax;
815  if (this->health > this->healthMax)
816  {
817    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());
818    this->health = this->healthMax;
819  }
820  this->updateHealthWidget();
821}
822
823
824
825/**
826 * @param shiled the Shieldstength to add.
827 * @returns the shield left (this->shieldMax - shiled + this->shield)
828 */
829float WorldEntity::increaseShield(float shield)
830{
831  this->shield += shield;
832  if (this->shield > this->shieldTH * this->shieldMax) { this->bShieldActive = true; }
833  if (this->shield > this->shieldMax)
834  {
835    float retShield = this->shieldMax - this->shield;
836    this->shield = this->shieldMax;
837    this->updateShieldWidget();
838    return retShield;
839  }
840  this->updateShieldWidget();
841  return 0.0;
842}
843
844/**
845 * @param shield the Shieldstrength to be removed
846 * @returns 0.0 or the rest, if the shield drops belew 0.0
847 */
848float WorldEntity::decreaseShield(float shield)
849{
850  this->shield -= shield;
851
852  if (this->shield <= 0)
853  {
854    float retShield = -this->shield;
855    this->updateShieldWidget();
856    this->bShieldActive = false;
857    return retShield;
858  }
859  this->updateShieldWidget();
860  return 0.0;
861}
862
863
864
865/**
866 * @brief creates the HealthWidget
867 *
868 * since not all entities need an HealthWidget, it is only created on request.
869 */
870void WorldEntity::createHealthWidget()
871{
872  if (this->healthWidget == NULL)
873  {
874    this->healthWidget = new OrxGui::GLGuiEnergyWidgetVertical();
875    //this->healthWidget->setDisplayedName("Health");
876    //this->healthWidget->setSize2D(100,20);
877    //this->healthWidget->setAbsCoor2D(100,200);
878
879    this->updateHealthWidget();
880  }
881  else
882    PRINTF(3)("Allready created the HealthWidget for %s::%s\n", this->getClassCName(), this->getCName());
883}
884
885
886/**
887 * @brief creates the ImplantWidget
888 *
889 * since not all entities need an ImpantWidget, it is only created on request.
890 */
891void WorldEntity::createImplantWidget()
892{
893  if (this->implantWidget == NULL)
894  {
895    this->implantWidget = new OrxGui::GLGuiEnergyWidgetVertical();
896    //this->impantWidget->setDisplayedName("Implant");
897    //this->impantWidget->setSize2D(100,20);
898    //this->impantWidget->setAbsCoor2D(100,200);
899
900    //this->updateImplantWidget();
901  }
902  else
903    PRINTF(3)("Allready created the ImlpantWidget for %s::%s\n", this->getClassCName(), this->getCName());
904}
905
906
907
908void WorldEntity::createShieldWidget()
909{
910  if (this->shieldWidget == NULL)
911  {
912    this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
913    this->updateShieldWidget();
914  }
915  else
916    PRINTF(3)("Allready created the ShieldWidget for %s::%s\n", this->getClassCName(), this->getCName());
917}
918
919void WorldEntity::createElectronicWidget()
920{
921  if (this->electronicWidget == NULL)
922  {
923    this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
924    this->updateElectronicWidget();
925  }
926  else
927    PRINTF(3)("Allready created the ElectronicWidget for %s::%s\n", this->getClassCName(), this->getCName());
928}
929
930
931
932void WorldEntity::increaseHealthMax(float increaseHealth)
933{
934  this->healthMax += increaseHealth;
935  this->updateHealthWidget();
936}
937
938
939OrxGui::GLGuiWidget* WorldEntity::getHealthWidget()
940{
941  if ( this->healthWidget == NULL)
942    this->createHealthWidget();
943  return this->healthWidget;
944}
945
946
947
948OrxGui::GLGuiWidget* WorldEntity::getImplantWidget()
949{
950  if(this->implantWidget == NULL)
951    this->createImplantWidget();
952  return this->implantWidget;
953}
954
955
956
957OrxGui::GLGuiWidget* WorldEntity::getShieldWidget()
958{
959  if ( this->shieldWidget == NULL)
960    this->createShieldWidget();
961  return this->shieldWidget;
962}
963
964
965OrxGui::GLGuiWidget* WorldEntity::getElectronicWidget()
966{
967  if ( this->electronicWidget == NULL)
968    this->createElectronicWidget();
969  return this->electronicWidget;
970}
971
972
973
974
975/**
976 * @param visibility shows or hides the health-bar
977 * (creates the widget if needed)
978 */
979void WorldEntity::setHealthWidgetVisibility(bool visibility)
980{
981  if (visibility)
982  {
983    if (this->healthWidget != NULL)
984      this->healthWidget->show();
985    else
986    {
987      this->createHealthWidget();
988      this->updateHealthWidget();
989      this->healthWidget->show();
990    }
991  }
992  else if (this->healthWidget != NULL)
993    this->healthWidget->hide();
994}
995
996
997/**
998 * hit the world entity with
999 *  @param damage damage to be dealt
1000 */
1001void WorldEntity::hit(float damage, WorldEntity* killer)
1002{
1003  if ( forwardDamageToParent && this->getParent() != NullParent::getNullParent() && this->getParent()->isA( WorldEntity::staticClassID() ) )
1004  {
1005    WorldEntity* pa = dynamic_cast<WorldEntity*>(this->getParent());
1006    pa->hit( damage, killer );
1007    return;
1008  }
1009 
1010  bool dead = this->getHealth()<=0;
1011 
1012  if ( !damageable )
1013    return;
1014
1015  if (this->getShieldActive())
1016    damage = this->decreaseShield(damage*2);
1017  this->decreaseHealth(damage/2);
1018
1019  if( this->getHealth() > 0)
1020  {
1021    // any small explosion animaitions
1022  }
1023  else
1024  {
1025    if ( !dead )
1026      this->destroy( killer );
1027  }
1028}
1029
1030
1031/**
1032 * destoys the world entity
1033 */
1034void WorldEntity::destroy(WorldEntity* killer)
1035{
1036  this->toList(OM_DEAD);
1037}
1038
1039
1040/**
1041 * @brief updates the HealthWidget
1042 */
1043void WorldEntity::updateHealthWidget()
1044{
1045  if (this->healthWidget != NULL)
1046  {
1047    this->healthWidget->setMaximum(this->healthMax);
1048    this->healthWidget->setValue(this->health);
1049  }
1050}
1051
1052/**
1053 * @brief updates the Electronic Widget
1054 */
1055//!< xferred from spaceship
1056void WorldEntity::updateElectronicWidget(){
1057  if (this->electronicWidget != NULL)
1058  { //if it exists already: update it
1059     this->electronicWidget->setMaximum(this->electronicMax);
1060     this->electronicWidget->setValue(this->electronic);
1061  }
1062  else
1063  { //create the widget
1064    this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
1065    this->electronicWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
1066    //this->electronicWidget->setDisplayedName("Electronics:");
1067    //this->electronicWidget->setSize2D(100,20);
1068    //this->electronicWidget->setAbsCoor2D(150,200);
1069    this->updateElectronicWidget();
1070//     if ( dynamic_cast<SpaceShip*>(this)->hasPlayer() )
1071//       State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
1072  }
1073}
1074
1075/**
1076 * @brief updates the ShieldWidget
1077 */
1078//!< xferred from spaceship
1079void WorldEntity::updateShieldWidget()
1080{
1081  if (this->shieldWidget != NULL)
1082  {
1083    this->shieldWidget->setMaximum(this->shieldMax);
1084    this->shieldWidget->setValue(this->shield);;
1085  }
1086  else
1087  {
1088    this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
1089    this->shieldWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
1090//     this->shieldWidget->setDisplayedName("Shield:");
1091//     his->shieldWidget->setSize2D(100,20);
1092//     this->shieldWidget->setAbsCoor2D(200,200);
1093    this->updateShieldWidget();
1094//     if (dynamic_cast<SpaceShip*>(this)->hasPlayer())
1095//       State::getPlayer()->hud().setShieldWidget(this->shieldWidget);
1096  }
1097}
1098
1099
1100
1101/**
1102 * DEBUG-DRAW OF THE BV-Tree.
1103 * @param depth What depth to draw
1104 * @param drawMode the mode to draw this entity under
1105 */
1106void WorldEntity::drawBVTree(int depth, int drawMode) const
1107{
1108  glMatrixMode(GL_MODELVIEW);
1109  glPushMatrix();
1110  /* translate */
1111  glTranslatef (this->getAbsCoor ().x,
1112                this->getAbsCoor ().y,
1113                this->getAbsCoor ().z);
1114  /* rotate */
1115  Vector tmpRot = this->getAbsDir().getSpacialAxis();
1116  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
1117
1118
1119  if (this->obbTree)
1120    this->obbTree->drawBV(depth, drawMode);
1121
1122
1123  glPopMatrix();
1124}
1125
1126
1127
1128/**
1129 * draw the mounting points
1130 */
1131void WorldEntity::debugDrawMountPoints() const
1132{
1133
1134  std::vector<MountPoint*>::const_iterator it = this->mountPoints.begin();
1135  for( ; it < this->mountPoints.end(); it++)
1136  {
1137    if( (*it) != NULL)
1138    {
1139      (*it)->debugDraw();
1140    }
1141  }
1142}
1143
1144
1145/**
1146 * Debug the WorldEntity
1147 */
1148void WorldEntity::debugEntity() const
1149{
1150  PRINT(0)("WorldEntity %s::%s  (DEBUG)\n", this->getClassCName(), this->getCName());
1151  this->debugNode();
1152  PRINT(0)("List: %s ; ModelCount %d - ", ObjectManager::OMListToString(this->objectListNumber).c_str(), this->models.size());
1153  for (unsigned int i = 0; i < this->models.size(); i++)
1154  {
1155    if (models[i] != NULL)
1156      PRINT(0)(" : %d:%s", i, this->models[i]->getCName());
1157  }
1158  PRINT(0)("\n");
1159
1160}
1161
1162
1163/**
1164 * handler for changes on registred vars
1165 * @param id id's which changed
1166 */
1167void WorldEntity::varChangeHandler( std::list< int > & id )
1168{
1169  if ( std::find( id.begin(), id.end(), modelFileName_handle ) != id.end() ||
1170       std::find( id.begin(), id.end(), scaling_handle ) != id.end()
1171     )
1172  {
1173    loadModel( modelFileName, scaling );
1174  }
1175
1176  if ( std::find( id.begin(), id.end(), list_handle ) != id.end() )
1177  {
1178    this->toList( (OM_LIST)list_write );
1179  }
1180
1181  if ( std::find( id.begin(), id.end(), health_handle ) != id.end() )
1182  {
1183    this->setHealth( health_write );
1184  }
1185
1186  if ( std::find( id.begin(), id.end(), healthMax_handle ) != id.end() )
1187  {
1188    this->setHealthMax( healthMax_write );
1189  }
1190
1191  PNode::varChangeHandler( id );
1192}
1193
1194
1195void WorldEntity::regen(float time){
1196 
1197  printf("regen: %f, %f, %f ****************** ", time, this->healthRegen, this->shieldRegen);
1198  float tmp;
1199  this->increaseHealth(time * this->healthRegen);
1200  this->increaseShield(time * this->shieldRegen);
1201
1202
1203  if (this->electronic != this->electronicMax || this->electronicRegen != 0){
1204    tmp = this->electronic + this->electronicRegen * time;
1205    if ( tmp > electronicMax)
1206      this->electronic = this->electronicMax;
1207    else
1208      this->electronic = tmp;
1209
1210    updateElectronicWidget();
1211  }
1212
1213}
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