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source: orxonox.OLD/branches/presentation/src/world_entities/world_entity.h @ 10721

Last change on this file since 10721 was 10721, checked in by nicolasc, 17 years ago

bump, minor fixes

File size: 14.7 KB
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1/*!
2 * @file world_entity.h
3 * Definition of the basic WorldEntity
4 */
5
6#ifndef _WORLD_ENTITY_H
7#define _WORLD_ENTITY_H
8
9#include "p_node.h"
10#include "synchronizeable.h"
11#include "model.h"
12
13#include "cr_engine.h"
14#include "collision_filter.h"
15#include "object_manager.h"
16#include "glincl.h"
17
18#include "aabb_tree_node.h"
19
20#include "physics_interface.h"
21
22#include <vector>
23
24
25// FORWARD DECLARATION
26namespace OrxSound { class SoundBuffer; class SoundSource; }
27namespace OrxGui { class GLGuiWidget; class GLGuiBar; class GLGuiEnergyWidget; class GLGuiEnergyWidgetVertical; };
28namespace CoRe { class Collision; }
29
30class BVTree;
31class BoundingVolume;
32class AABBTreeNode;
33class Model;
34class Track;
35class TiXmlElement;
36
37class ObjectInformationFile;
38class MountPoint;
39
40
41//! Basis-class all interactive stuff in the world is derived from
42class WorldEntity : public PNode
43{
44  ObjectListDeclaration(WorldEntity);
45
46public:
47  WorldEntity();
48  virtual ~WorldEntity ();
49
50  virtual void loadParams(const TiXmlElement* root);
51
52  void loadModel(const std::string& fileName, float scaling = 1.0f, unsigned int modelNumber = 0, unsigned int obbTreeDepth = 4);
53  void loadModel2(const std::string& fileN, float scal = 1.0f){this->loadModel(fileN,scal,0,4);}
54  void setModel(Model* model, unsigned int modelNumber = 0);
55  Model* getModel(unsigned int modelNumber = 0) const { return (this->models.size() > modelNumber)? this->models[modelNumber] : NULL; };
56
57  void loadMountPoints(const std::string& fileName);
58  inline void loadMD2Texture(const std::string& fileName) { this->md2TextureFileName = fileName; }
59
60  void addMountPoint(MountPoint* mountPoint);
61  void addMountPoint(int slot, MountPoint* mountPoint);
62  void mount(int slot, WorldEntity* entity);
63  void unmount(int slot);
64
65  void setForwardDamageToParent( bool val ){ this->forwardDamageToParent = val; }
66
67  /** @param visibility if the Entity should be visible (been draw) */
68  void setVisibility (bool visibility) { this->bVisible = visibility; };
69  /** @returns true if the entity is visible, false otherwise */
70  inline bool isVisible() const { return this->bVisible; };
71
72  virtual void reset();
73
74  virtual void postSpawn ();
75  virtual void leaveWorld ();
76
77  virtual void tick (float time);
78  virtual void draw () const;
79  void draw(const Model* model) const;
80  void debugDrawMountPoints() const;
81
82  /* --- Collision Detection Block  --- */
83  bool buildObbTree(int depth);
84  virtual void collidesWith (WorldEntity* entity, const Vector& location);
85  virtual void collidesWithGround(const Vector& location);
86  virtual void collidesWithGround(const Vector& feet, const Vector& ray_1, const Vector& ray_2);
87
88  /** @returns a reference to the obb tree of this worldentity */
89  inline BVTree* getOBBTree() const { return this->obbTree; };
90  inline void setOBBTree(OBBTree* tree) { /*if( this->obbTree != NULL) delete this->obbTree;*/ this->obbTree = (BVTree*)tree; }
91  void drawBVTree(int depth, int drawMode) const;
92  inline AABB* getModelAABB() const { return (this->aabbNode)?this->aabbNode->getAABB():NULL;}
93
94  virtual void hit(float damage, WorldEntity* killer);
95
96
97  /* --- Collision Reaction Block --- */
98  void subscribeReaction(CoRe::CREngine::ReactionType type, const ClassID& target1);
99  void subscribeReaction(CoRe::CREngine::ReactionType type, const ClassID& target1, const ClassID& target2);
100  void subscribeReaction(CoRe::CREngine::ReactionType type, const ClassID& target1, const ClassID& target2, const ClassID& target3);
101
102  void unsubscribeReaction(CoRe::CREngine::ReactionType type);
103  void unsubscribeReactions();
104
105  /** @return true if there is at least on collision reaction subscribed */
106  inline bool isReactive() const { return this->_collisionFilter.isReactive(); }
107
108  /** @param worldEntity the world entity to be checked @returns true if there is a collisionreaction registered for the worldEntity */
109  inline bool isReactive( const WorldEntity& worldEntity) const { return this->_collisionFilter(worldEntity); }
110  /** @param worldEntity the world entity to be checked @param type special reaction type @returns true if collision reaction reg. */
111  inline bool isReactive( const WorldEntity& worldEntity, const CoRe::CREngine::ReactionType& type) const
112  { return this->_collisionFilter(worldEntity, type); }
113
114
115  const CoRe::CollisionFilter& getCollisionFilter(CoRe::CREngine::ReactionType type) const { return this->_collisionFilter; }
116
117  /** @returns true if this entity is standing on ground (BSP model) */
118  bool isOnGround() const { return this->_bOnGround; }
119  /** @param flag: marks if this entity is standing on ground */
120  void setOnGround(bool flag) { this->_bOnGround = flag; }
121
122  virtual void destroy( WorldEntity* killer );
123
124
125  /* @returns the Count of Faces on this WorldEntity */
126  //unsigned int getFaceCount () const { return (this->model != NULL)?this->model->getFaceCount():0; };
127  //  void addAbility(Ability* ability);
128  //  void removeAbility(Ability* ability);
129  //  void setCharacterAttributes(CharacterAttributes* charAttr);
130  //  CharacterAttributes* getCharacterAttributes();
131
132  /* --- Object Manager Block --- */
133  void toList(OM_LIST list);
134  void toListS(const std::string& listName);
135
136  void toReflectionList();
137  void removeFromReflectionList();
138
139  /** @returns a Reference to the objectListNumber to set. */
140  OM_LIST& getOMListNumber() { return this->objectListNumber; }
141  /** @returns a Reference to the Iterator */
142  ObjectManager::EntityList::iterator& getEntityIterator() { return this->objectListIterator; }
143
144  void hide() { if( this->objectListNumber != OM_DEAD) this->lastObjectListNumber = this->objectListNumber; this->toList(OM_DEAD); }
145  void unhide() { if( this->objectListNumber != this->lastObjectListNumber) this->toList(this->lastObjectListNumber); }
146
147
148  /* --- Character Attribute Block --- */
149  /** @returns the scaling of the model */
150  float getScaling(){return this->scaling;}
151  /** @returns the damage dealt by this world entity */
152  float getDamage() const { return this->damage; }
153  /** sets the damage dealt to @param damage damage per second */
154  void setDamage(float damage) { this->damage = damage; }
155  /** @returns the Energy of the entity */
156  float getHealth() const { return this->health; };
157  /** @returns the Maximum energy this entity can be charged with */
158  float getHealthMax() const { return this->healthMax; }
159  float increaseHealth(float health);
160  float decreaseHealth(float health);
161  void increaseHealthMax(float increaseHealth);
162  OrxGui::GLGuiWidget* getHealthWidget();
163  OrxGui::GLGuiWidget* getImplantWidget();
164  OrxGui::GLGuiWidget* getShieldWidget();
165  OrxGui::GLGuiWidget* getElectronicWidget();
166  bool hasHealthWidget() const { return this->healthWidget != NULL; };
167
168  float getShield() const { return this->shield; };
169  float getShieldMax() const { return this->shieldMax; };
170  float increaseShield(float shield);
171  float decreaseShield(float shield);
172  bool getShieldActive() { return this->bShieldActive; };
173
174  float getElectronic() const { return this->electronic; };
175  float getElectronicMax() const { return this->electronicMax; };
176  float increaseElectronic(float electronic);
177  float decreaseElectronic(float electronic);
178
179  bool systemFailure() {  return (this->electronic < float(rand())/float(RAND_MAX) * this->electronicTH); };
180
181  void resetElectronic() { this->electronic = this->electronicMax; };
182  void resetShield()  { this->shield = this->shieldMax; this->bShieldActive = true; };
183  void resetHealth() { this->health = this->healthMax; };
184
185  void createHealthWidget();
186  void createShieldWidget();
187  void createElectronicWidget();
188
189  void regen(float time);
190
191  void loadShield(float cur, float max, float th, float regen)
192      { this->setShield(cur); this->setShieldMax(max); this->setShieldTH(th); this->setShieldRegen(regen); };
193  void loadHealth(float cur, float max, float regen = 0) { this->setHealth(cur); this->setHealthMax(max); this->setHealthRegen(regen); };
194  void loadElectronic(float cur, float max, float th, float regen)
195      { this->setElectronic(cur); this->setElectronicMax(max); this->setElectronicTH(th); this->setElectronicRegen(regen); };
196
197
198  virtual void varChangeHandler( std::list<int> & id );
199
200
201  //FIXME: the PhysicsInterface and the whole PEngine should probably be reviewed. Here its just used to store the vars
202  /* --- Physics Interface --- */
203  inline PhysicsInterface getPhysicsInterface() const { return this->physicsInterface; }
204  inline float getMass() const { return this->physicsInterface.getMass(); }
205  inline float getTotalMass() const { return this->physicsInterface.getTotalMass(); }
206  inline void setVelocity(const Vector& vel) { this->velocity = vel; }
207
208
209  /* --- Misc Stuff Block --- */
210  void debugWE() { this->debugEntity(); };  ///FIXME
211  void debugEntity() const;
212
213  void pauseTrack(bool stop);
214
215//   void updateHealthWidget();
216//   void updateElectronicWidget();
217//   void updateShieldWidget();
218
219protected:
220  inline void setHealth(float health) { this->health = health; this->updateHealthWidget();};
221  void setHealthWidgetVisibility(bool visibility);
222  void setHealthMax(float healthMax);
223//   void createHealthWidget();
224//   void createShieldWidget();
225//   void createElectronicWidget();
226  void setHealthRegen(float regen) { this->healthRegen = regen; };
227  void createImplantWidget();
228    //  CharacterAttributes*    charAttr;         //!< the character attributes of a world_entity
229
230  void setShield(float shield) { this->shield = shield; };
231  void setShieldMax(float shield) { this->shieldMax = shield; };
232  void setShieldTH(float th) { this->shieldTH = th; };
233  void setShieldRegen(float regen) { this->shieldRegen = regen; };
234  void setShieldActive(bool active) { this->bShieldActive = active; };
235
236  void setElectronic(float electronic) { this->electronic = electronic; };
237  void setElectronicMax(float electronic) { this->electronicMax = electronic; };
238  void setElectronicTH(float th) { this->electronicTH = th; };
239  void setElectronicRegen(float regen) { this->electronicRegen = regen; };
240 
241  void setDamageable( bool damageable ){ this->damageable = damageable; }
242  bool getDamageable(){ return this->damageable; }
243
244  inline void drawDebugTrack(int flag) { this->bDrawTrack = (bool)flag; }
245  inline bool isDrawTrack() const { return this->bDrawTrack; }
246
247private:
248  void updateHealthWidget();
249  void updateElectronicWidget();
250  void updateShieldWidget();
251  void addTrack(const TiXmlElement* root);
252
253
254
255protected:
256  std::vector<MountPoint*> mountPoints;       //!< A list with mount points for this model
257  std::map<int, MountPoint*> mountPointMap;
258
259
260
261private:
262
263  //!< TODO maybe we will move the following three entries and the corresponding functions to Playable AND NPC
264  //!< started transfering shield/electronic/health from spaceship to WE! (nico, 4.Jun.07)
265
266
267  bool                    damageable;             //!< weather this we can be damaged/killed
268  float                   damage;                 //!< the damage dealt to other objects by colliding.
269  float                   health;                 //!< The Energy of this Entity, if the Entity has any energy at all.
270  bool                    forwardDamageToParent;  //!< if true, damage taken will be forwardet to parent
271  float                   healthMax;              //!< The Maximal energy this entity can take.
272  float                                         implantEnergy;          //!< energy of implants
273  float                   healthRegen;        //!< Regeneration Rate of Health, mesured in units per second
274  OrxGui::GLGuiEnergyWidgetVertical* healthWidget;    //!< The Slider (if wanted).
275  OrxGui::GLGuiEnergyWidgetVertical* implantWidget; 
276
277  float       shield;             //!< current shield
278  float       shieldMax;          //!< maximum shield
279  float       shieldRegen;        //!< shield regeneration rate per second
280  float       shieldTH;           //!< shield threshhold for reactivation
281  bool        bShieldActive;      //!< wheather the shield is working
282  OrxGui::GLGuiEnergyWidgetVertical* shieldWidget; //!< holds the widget that shows the shield bar
283
284  float       electronic;         //!< current electronic
285  float       electronicMax;      //!< maximum electronic
286  float       electronicRegen;    //!< electronic regenration rate per tick
287  float       electronicTH;       //!< Threshhold for electronic failure
288  OrxGui::GLGuiEnergyWidgetVertical* electronicWidget; //!< holds the widget that shows the electronic bar
289
290
291  std::vector<Model*>     models;             //!< The model that should be loaded for this entity.
292  ObjectInformationFile*  oiFile;             //!< Reference to the object information file discribing the model of this WE
293  std::string             md2TextureFileName; //!< the file name of the md2 model texture, only if this
294  std::string             modelLODName;       //!< the name of the model lod file
295  BVTree*                 obbTree;            //!< this is the obb tree reference needed for collision detection
296  AABBTreeNode*           aabbNode;           //!< the tree node of the first level of a axis aligned bounding boxes tree: model dimension
297
298  bool                    bCollide;           //!< If it should be considered for the collisiontest.
299  bool                    bVisible;           //!< If it should be visible.
300
301  OM_LIST                 objectListNumber;                //!< The ObjectList from ObjectManager this Entity is in.
302  ObjectManager::EntityList::iterator objectListIterator;  //!< The iterator position of this Entity in the given list of the ObjectManager.
303  OM_LIST                 lastObjectListNumber;            //!< the last ObjectList from the ObjectManager this Entity was is in
304
305  /* collision reaction stuff */
306  CoRe::CollisionFilter   _collisionFilter;                //!< filter for collision event filtering (not every entity listens to all collisions)
307  bool                    _bOnGround;                      //!< flag true if the object is on the ground
308
309  PhysicsInterface        physicsInterface;                //!< the physics object of the WorldEntity
310
311  /* network help structures */
312  float                   scaling;                         //!< model's scaling factor
313  int                     scaling_handle;                  //!< handle for syncing var
314
315  std::string             modelFileName;                   //!< model's file name
316  int                     modelFileName_handle;            //!< handle for syncing var
317
318  int                     list_write;                      //!< entity's list
319  int                     list_handle;                     //!< handle for list changes
320
321  float                   health_write;
322  int                     health_handle;
323
324  float                   healthMax_write;
325  int                     healthMax_handle;
326 
327
328
329
330
331protected:
332  Vector                  velocity;                        //!< speed of the entity
333  Track*                  entityTrack;                     //!< this is the track this entity follows (or NULL if none)
334  bool                    bDrawTrack;                      //!< if true draws the debug track
335
336};
337
338#endif /* _WORLD_ENTITY_H */
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