[2036] | 1 | |
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| 2 | |
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| 3 | /* |
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| 4 | orxonox - the future of 3D-vertical-scrollers |
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| 5 | |
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| 6 | Copyright (C) 2004 orx |
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| 7 | |
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| 8 | This program is free software; you can redistribute it and/or modify |
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| 9 | it under the terms of the GNU General Public License as published by |
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| 10 | the Free Software Foundation; either version 2, or (at your option) |
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| 11 | any later version. |
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| 12 | |
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| 13 | ### File Specific: |
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| 14 | main-programmer: Patrick Boenzli |
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[2190] | 15 | co-programmer: Christian Meyer |
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[2036] | 16 | */ |
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| 17 | |
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| 18 | #include <iostream> |
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| 19 | |
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| 20 | #include "world_entity.h" |
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[3803] | 21 | #include "model.h" |
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[3608] | 22 | #include "list.h" |
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[3803] | 23 | #include "vector.h" |
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[3608] | 24 | |
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| 25 | //#include "stdincl.h" |
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[3474] | 26 | //#include "collision.h" |
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[2036] | 27 | |
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| 28 | using namespace std; |
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| 29 | |
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[2043] | 30 | /** |
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[2190] | 31 | \brief standard constructor |
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[2043] | 32 | */ |
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[4010] | 33 | WorldEntity::WorldEntity () |
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[2190] | 34 | { |
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[3365] | 35 | this->setClassName ("WorldEntity"); |
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[2822] | 36 | this->bDraw = true; |
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[3803] | 37 | this->model = NULL; |
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[3474] | 38 | // collisioncluster = NULL; |
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[2190] | 39 | } |
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[2043] | 40 | |
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[4114] | 41 | /** |
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| 42 | \brief Loads the WordEntity-specific Part of any derived Class |
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| 43 | */ |
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[4010] | 44 | WorldEntity::WorldEntity(TiXmlElement* root) |
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| 45 | { |
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| 46 | // Name Setup |
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| 47 | char* temp; |
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| 48 | const char* string; |
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| 49 | string = grabParameter( root, "name"); |
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| 50 | if( string == NULL) |
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| 51 | { |
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[4114] | 52 | PRINTF(2)("WorldEntity is missing a proper 'name'\n"); |
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[4010] | 53 | string = "Unknown"; |
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| 54 | temp = new char[strlen(string + 2)]; |
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| 55 | strcpy( temp, string); |
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| 56 | this->setName( temp); |
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| 57 | } |
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| 58 | else |
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| 59 | { |
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| 60 | temp = new char[strlen(string + 2)]; |
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| 61 | strcpy( temp, string); |
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| 62 | this->setName( temp); |
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| 63 | } |
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| 64 | // Model Loading |
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| 65 | this->model = NULL; |
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| 66 | string = grabParameter( root, "model"); |
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[4114] | 67 | printf("::::::::::::::::::::::string is %s\n", string); |
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[4010] | 68 | if( string != NULL) |
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| 69 | this->model = (Model*)ResourceManager::getInstance()->load(string, OBJ, RP_CAMPAIGN); |
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| 70 | else |
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| 71 | { |
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[4114] | 72 | PRINTF(2)("WorldEntity is missing a proper 'model'\n"); |
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[4013] | 73 | this->model = NULL; |
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[4010] | 74 | } |
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| 75 | if( this->model == NULL) |
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| 76 | { |
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[4114] | 77 | PRINTF(2)("WorldEntity model '%s' could not be loaded\n", string); |
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[4010] | 78 | } |
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| 79 | this->bDraw = true; |
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| 80 | } |
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| 81 | |
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[2043] | 82 | /** |
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[3245] | 83 | \brief standard destructor |
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[2043] | 84 | */ |
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[2190] | 85 | WorldEntity::~WorldEntity () |
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[2036] | 86 | { |
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[3474] | 87 | // if( collisioncluster != NULL) delete collisioncluster; |
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[3672] | 88 | if (this->model) |
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| 89 | ResourceManager::getInstance()->unload(this->model); |
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[3531] | 90 | } |
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| 91 | |
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| 92 | /** |
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[3583] | 93 | \brief sets the character attributes of a worldentity |
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| 94 | \param character attributes |
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| 95 | |
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| 96 | these attributes don't have to be set, only use them, if you need them |
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[2043] | 97 | */ |
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[3583] | 98 | void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr) |
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| 99 | {} |
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[2036] | 100 | |
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[3583] | 101 | |
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[2043] | 102 | /** |
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[3583] | 103 | \brief gets the Character attributes of this worldentity |
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| 104 | \returns character attributes |
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[2043] | 105 | */ |
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[3583] | 106 | CharacterAttributes* WorldEntity::getCharacterAttributes() |
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| 107 | {} |
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| 108 | |
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| 109 | |
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[2043] | 110 | /** |
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[2822] | 111 | \brief set the WorldEntity's collision hull |
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| 112 | \param newhull: a pointer to a completely assembled CollisionCluster |
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| 113 | |
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| 114 | Any previously assigned collision hull will be deleted on reassignment |
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[2043] | 115 | */ |
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[3474] | 116 | /* |
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[3229] | 117 | void WorldEntity::setCollision (CollisionCluster* newhull) |
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[2036] | 118 | { |
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[2822] | 119 | if( newhull == NULL) return; |
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| 120 | if( collisioncluster != NULL) delete collisioncluster; |
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| 121 | collisioncluster = newhull; |
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[2036] | 122 | } |
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[3474] | 123 | */ |
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[2036] | 124 | |
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| 125 | |
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[3365] | 126 | /** |
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| 127 | \brief process draw function |
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| 128 | */ |
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| 129 | void WorldEntity::processDraw () |
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| 130 | { |
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[3832] | 131 | |
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[3365] | 132 | } |
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| 133 | |
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[3449] | 134 | /** |
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| 135 | \brief sets the drawable state of this entity. |
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| 136 | \param bDraw TRUE if draweable, FALSE otherwise |
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| 137 | */ |
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[3365] | 138 | void WorldEntity::setDrawable (bool bDraw) |
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| 139 | { |
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| 140 | this->bDraw = bDraw; |
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| 141 | } |
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| 142 | |
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| 143 | |
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[2043] | 144 | /** |
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[2822] | 145 | \brief this function is called, when two entities collide |
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| 146 | \param other: the world entity with whom it collides |
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| 147 | \param ownhitflags: flags to the CollisionCluster subsections that registered an impact |
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| 148 | \param otherhitflags: flags to the CollisionCluster subsections of the other entity that registered an impact |
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[2043] | 149 | |
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[2822] | 150 | Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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[2043] | 151 | */ |
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[2190] | 152 | void WorldEntity::collide(WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) {} |
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[2036] | 153 | |
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[3583] | 154 | |
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[2043] | 155 | /** |
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| 156 | \brief this function is called, when the ship is hit by a waepon |
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| 157 | \param weapon: the laser/rocket/shoot that hits. |
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| 158 | \param loc: place where it is hit |
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[2036] | 159 | |
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[2043] | 160 | calculate the damage depending |
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| 161 | */ |
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[3578] | 162 | void WorldEntity::hit(WorldEntity* weapon, Vector* loc) {} |
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[2043] | 163 | |
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| 164 | |
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| 165 | /** |
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[2822] | 166 | \brief this is called immediately after the Entity has been constructed and initialized |
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| 167 | |
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| 168 | Put any initialisation code that requires knowledge of location (placement if the Entity is free) and owner of the entity here. |
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| 169 | DO NOT place such code in the constructor, those variables are set AFTER the entity is constucted. |
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[2043] | 170 | */ |
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[3229] | 171 | void WorldEntity::postSpawn () |
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[2190] | 172 | { |
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| 173 | } |
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[2043] | 174 | |
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[3583] | 175 | |
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[2043] | 176 | /** |
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[3583] | 177 | \brief this method is called by the world if the WorldEntity leaves valid gamespace |
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[2822] | 178 | |
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[3583] | 179 | For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a |
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| 180 | place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy). |
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[2190] | 181 | */ |
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[3583] | 182 | void WorldEntity::leftWorld () |
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[2190] | 183 | { |
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| 184 | } |
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[2043] | 185 | |
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[3583] | 186 | |
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[2190] | 187 | /** |
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[3583] | 188 | \brief this method is called every frame |
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| 189 | \param time: the time in seconds that has passed since the last tick |
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| 190 | |
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| 191 | Handle all stuff that should update with time inside this method (movement, animation, etc.) |
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[2043] | 192 | */ |
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[3803] | 193 | void WorldEntity::tick(float time) |
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[2190] | 194 | { |
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| 195 | } |
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[3583] | 196 | |
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| 197 | |
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| 198 | /** |
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| 199 | \brief the entity is drawn onto the screen with this function |
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| 200 | |
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| 201 | This is a central function of an entity: call it to let the entity painted to the screen. Just override this function with whatever you want to be drawn. |
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[3365] | 202 | */ |
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[3803] | 203 | void WorldEntity::draw() |
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| 204 | { |
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| 205 | glMatrixMode(GL_MODELVIEW); |
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| 206 | glPushMatrix(); |
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| 207 | float matrix[4][4]; |
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| 208 | |
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| 209 | /* translate */ |
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| 210 | glTranslatef (this->getAbsCoor ().x, |
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| 211 | this->getAbsCoor ().y, |
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| 212 | this->getAbsCoor ().z); |
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| 213 | /* rotate */ |
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| 214 | this->getAbsDir ().matrix (matrix); |
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| 215 | glMultMatrixf((float*)matrix); |
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[2043] | 216 | |
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[3803] | 217 | if (this->model) |
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| 218 | this->model->draw(); |
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| 219 | glPopMatrix(); |
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| 220 | } |
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[3583] | 221 | |
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[3803] | 222 | |
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[2043] | 223 | /** |
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[3583] | 224 | \brief this handles incoming command messages |
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| 225 | \param cmd: a pointer to the incoming Command structure |
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[2822] | 226 | |
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[3583] | 227 | Put all code that handles Command messages here, this will mainly be called by the assigned CommandNode but can also be used |
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| 228 | to send commands from one WorldEntity to another. |
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[2043] | 229 | */ |
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[3583] | 230 | void WorldEntity::command (Command* cmd) |
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[2190] | 231 | { |
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| 232 | } |
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