| 1 | /*! |
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| 2 | * @file world_entity.h |
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| 3 | * Definition of the basic WorldEntity |
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| 4 | */ |
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| 5 | |
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| 6 | #ifndef _WORLD_ENTITY_H |
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| 7 | #define _WORLD_ENTITY_H |
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| 8 | |
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| 9 | #include "p_node.h" |
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| 10 | #include "synchronizeable.h" |
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| 11 | #include "model.h" |
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| 12 | |
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| 13 | #include "cr_engine.h" |
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| 14 | #include "object_manager.h" |
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| 15 | #include "glincl.h" |
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| 16 | #include <vector> |
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| 17 | |
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| 18 | #include "aabb_tree_node.h" |
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| 19 | |
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| 20 | #include "physics_interface.h" |
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| 21 | |
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| 22 | |
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| 23 | |
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| 24 | // FORWARD DECLARATION |
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| 25 | namespace OrxSound { class SoundBuffer; class SoundSource; } |
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| 26 | namespace OrxGui { class GLGuiWidget; class GLGuiBar; class GLGuiEnergyWidget; }; |
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| 27 | |
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| 28 | class BVTree; |
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| 29 | class BoundingVolume; |
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| 30 | class AABBTreeNode; |
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| 31 | class Model; |
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| 32 | class CollisionHandle; |
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| 33 | class Collision; |
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| 34 | |
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| 35 | |
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| 36 | //class CharacterAttributes; |
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| 37 | |
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| 38 | |
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| 39 | //! Basis-class all interactive stuff in the world is derived from |
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| 40 | class WorldEntity : public PNode |
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| 41 | { |
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| 42 | public: |
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| 43 | WorldEntity(); |
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| 44 | virtual ~WorldEntity (); |
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| 45 | |
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| 46 | virtual void loadParams(const TiXmlElement* root); |
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| 47 | |
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| 48 | void loadModel(const std::string& fileName, float scaling = 1.0f, unsigned int modelNumber = 0, unsigned int obbTreeDepth = 4); |
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| 49 | void setModel(Model* model, unsigned int modelNumber = 0); |
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| 50 | Model* getModel(unsigned int modelNumber = 0) const { return (this->models.size() > modelNumber)? this->models[modelNumber] : NULL; }; |
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| 51 | |
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| 52 | inline void loadMD2Texture(const std::string& fileName) { this->md2TextureFileName = fileName; } |
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| 53 | |
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| 54 | /** @param visibility if the Entity should be visible (been draw) */ |
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| 55 | void setVisibiliy (bool visibility) { this->bVisible = visibility; }; |
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| 56 | /** @returns true if the entity is visible, false otherwise */ |
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| 57 | inline bool isVisible() const { return this->bVisible; }; |
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| 58 | |
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| 59 | virtual void reset(); |
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| 60 | |
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| 61 | virtual void postSpawn (); |
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| 62 | virtual void leaveWorld (); |
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| 63 | |
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| 64 | virtual void tick (float time); |
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| 65 | virtual void draw () const; |
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| 66 | |
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| 67 | /* --- Collision Detection Block --- */ |
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| 68 | bool buildObbTree(int depth); |
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| 69 | virtual void collidesWith (WorldEntity* entity, const Vector& location); |
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| 70 | virtual void collidesWithGround(const Vector& location); |
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| 71 | virtual void collidesWithGround(const Vector& feet, const Vector& ray_1, const Vector& ray_2); |
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| 72 | |
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| 73 | |
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| 74 | /** @returns a reference to the obb tree of this worldentity */ |
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| 75 | inline BVTree* getOBBTree() const { return this->obbTree; }; |
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| 76 | void drawBVTree(int depth, int drawMode) const; |
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| 77 | inline AABB* getModelAABB() { return (this->aabbNode)?this->aabbNode->getAABB():NULL;} |
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| 78 | |
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| 79 | /* --- Collision Reaction Block --- */ |
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| 80 | void subscribeReaction(CREngine::CRType type); |
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| 81 | void subscribeReaction(CREngine::CRType type, long target1); |
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| 82 | void subscribeReaction(CREngine::CRType type, long target1, long target2); |
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| 83 | void subscribeReaction(CREngine::CRType type, long target1, long target2, long target3); |
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| 84 | void subscribeReaction(CREngine::CRType type, long target1, long target2, long target3, long target4); |
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| 85 | |
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| 86 | void unsubscribeReaction(CREngine::CRType type); |
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| 87 | void unsubscribeReaction(); |
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| 88 | |
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| 89 | bool registerCollision(WorldEntity* entityA, WorldEntity* entityB, BoundingVolume* bvA, BoundingVolume* bvB); |
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| 90 | bool registerCollision(int type, WorldEntity* entity, WorldEntity* groundEntity, Vector normal, Vector position, bool bInWall = false); |
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| 91 | /** @return true if there is at least on collision reaction subscribed */ |
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| 92 | inline bool isReactive() const { return this->bReactive; } |
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| 93 | |
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| 94 | CollisionHandle* getCollisionHandle(CREngine::CRType type) const { return this->collisionHandles[type]; } |
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| 95 | |
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| 96 | /** @returns true if this entity is standing on ground (BSP model) */ |
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| 97 | bool isOnGround() const { return this->bOnGround; } |
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| 98 | /** @param flag: marks if this entity is standing on ground */ |
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| 99 | void setOnGround(bool flag) { this->bOnGround = flag; } |
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| 100 | |
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| 101 | virtual void hit(float damage, WorldEntity* killer); |
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| 102 | |
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| 103 | virtual void destroy(); |
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| 104 | |
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| 105 | |
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| 106 | /* @returns the Count of Faces on this WorldEntity */ |
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| 107 | //unsigned int getFaceCount () const { return (this->model != NULL)?this->model->getFaceCount():0; }; |
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| 108 | // void addAbility(Ability* ability); |
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| 109 | // void removeAbility(Ability* ability); |
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| 110 | // void setCharacterAttributes(CharacterAttributes* charAttr); |
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| 111 | // CharacterAttributes* getCharacterAttributes(); |
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| 112 | |
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| 113 | /* --- Object Manager Block --- */ |
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| 114 | void toList(OM_LIST list); |
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| 115 | |
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| 116 | void toReflectionList(); |
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| 117 | void removeFromReflectionList(); |
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| 118 | |
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| 119 | /** @returns a Reference to the objectListNumber to set. */ |
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| 120 | OM_LIST& getOMListNumber() { return this->objectListNumber; } |
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| 121 | /** @returns a Reference to the Iterator */ |
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| 122 | ObjectManager::EntityList::iterator& getEntityIterator() { return this->objectListIterator; } |
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| 123 | |
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| 124 | void hide() { if( this->objectListNumber != OM_DEAD) this->lastObjectListNumber = this->objectListNumber; this->toList(OM_DEAD); } |
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| 125 | void unhide() { if( this->objectListNumber != this->lastObjectListNumber) this->toList(this->lastObjectListNumber); } |
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| 126 | |
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| 127 | |
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| 128 | /* --- Character Attribute Block --- */ |
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| 129 | /** @returns the damage dealt by this world entity */ |
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| 130 | float getDamage() const { return this->damage; } |
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| 131 | /** sets the damage dealt to @param damage damage per second */ |
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| 132 | void setDamage(float damage) { this->damage = damage; } |
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| 133 | /** @returns the Energy of the entity */ |
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| 134 | float getHealth() const { return this->health; }; |
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| 135 | /** @returns the Maximum energy this entity can be charged with */ |
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| 136 | float getHealthMax() const { return this->healthMax; } |
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| 137 | float increaseHealth(float health); |
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| 138 | float decreaseHealth(float health); |
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| 139 | void increaseHealthMax(float increaseHealth); |
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| 140 | OrxGui::GLGuiWidget* getHealthWidget(); |
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| 141 | bool hasHealthWidget() const { return this->healthWidget; }; |
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| 142 | |
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| 143 | virtual void varChangeHandler( std::list<int> & id ); |
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| 144 | |
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| 145 | |
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| 146 | //FIXME: the PhysicsInterface and the whole PEngine should probably be reviewed. Here its just used to store the vars |
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| 147 | /* --- Physics Interface --- */ |
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| 148 | inline PhysicsInterface getPhysicsInterface() const { return this->physicsInterface; } |
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| 149 | inline float getMass() const { return this->physicsInterface.getMass(); } |
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| 150 | inline float getTotalMass() const { return this->physicsInterface.getTotalMass(); } |
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| 151 | inline void setVelocity(const Vector& vel) { this->velocity = vel; } |
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| 152 | |
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| 153 | |
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| 154 | /* --- Misc Stuff Block --- */ |
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| 155 | void debugWE() { this->debugEntity(); } |
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| 156 | ; ///FIXME |
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| 157 | void debugEntity() const; |
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| 158 | |
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| 159 | |
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| 160 | protected: |
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| 161 | void setHealth(float health) { this->health = health; this->updateHealthWidget();}; |
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| 162 | void setHealthWidgetVisibilit(bool visibility); |
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| 163 | void setHealthMax(float healthMax); |
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| 164 | void createHealthWidget(); |
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| 165 | |
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| 166 | // CharacterAttributes* charAttr; //!< the character attributes of a world_entity |
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| 167 | private: |
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| 168 | void updateHealthWidget(); |
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| 169 | |
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| 170 | private: |
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| 171 | /// TODO maybe we will move the following three entries and the corresponding functions to Playable AND NPC |
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| 172 | float damage; //!< the damage dealt to other objects by colliding. |
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| 173 | float health; //!< The Energy of this Entity, if the Entity has any energy at all. |
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| 174 | float healthMax; //!< The Maximal energy this entity can take. |
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| 175 | OrxGui::GLGuiEnergyWidget* healthWidget; //!< The Slider (if wanted). |
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| 176 | |
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| 177 | std::vector<Model*> models; //!< The model that should be loaded for this entity. |
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| 178 | std::string md2TextureFileName; //!< the file name of the md2 model texture, only if this |
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| 179 | std::string modelLODName; //!< the name of the model lod file |
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| 180 | BVTree* obbTree; //!< this is the obb tree reference needed for collision detection |
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| 181 | AABBTreeNode* aabbNode; //!< the tree node of the first level of a axis aligned bounding boxes tree: model dimension |
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| 182 | |
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| 183 | bool bCollide; //!< If it should be considered for the collisiontest. |
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| 184 | bool bVisible; //!< If it should be visible. |
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| 185 | |
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| 186 | OM_LIST objectListNumber; //!< The ObjectList from ObjectManager this Entity is in. |
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| 187 | ObjectManager::EntityList::iterator objectListIterator; //!< The iterator position of this Entity in the given list of the ObjectManager. |
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| 188 | OM_LIST lastObjectListNumber; //!< the last ObjectList from the ObjectManager this Entity was is in |
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| 189 | |
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| 190 | |
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| 191 | |
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| 192 | float scaling; //!< model's scaling factor |
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| 193 | int scaling_handle; //!< handle for syncing var |
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| 194 | |
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| 195 | std::string modelFileName; //!< model's file name |
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| 196 | int modelFileName_handle; //!< handle for syncing var |
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| 197 | |
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| 198 | int list_write; //!< entity's list |
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| 199 | int list_handle; //!< handle for list changes |
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| 200 | |
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| 201 | float health_write; |
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| 202 | int health_handle; |
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| 203 | |
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| 204 | float healthMax_write; |
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| 205 | int healthMax_handle; |
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| 206 | |
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| 207 | CollisionHandle* collisionHandles[CREngine::CR_NUMBER]; //!< the list of the collision reactions |
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| 208 | bool bReactive; //!< true if there is at least one collision reaction subscibed |
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| 209 | |
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| 210 | PhysicsInterface physicsInterface; //!< the physics object of the WorldEntity |
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| 211 | bool bOnGround; //!< true if this entity is standing on the ground |
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| 212 | |
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| 213 | protected: |
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| 214 | Vector velocity; //!< speed of the entity |
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| 215 | |
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| 216 | }; |
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| 217 | |
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| 218 | #endif /* _WORLD_ENTITY_H */ |
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