Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/orxonox/trunk/src/world_entities/world_entity.cc @ 3474

Last change on this file since 3474 was 3474, checked in by patrick, 19 years ago

orxonox/trunk: redesigning directory structure - created lib and added all importand classes, did exclude collision.* since i couldnt integrate it into the new pnode model (have to do this with fuzzy)

File size: 5.8 KB
Line 
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   co-programmer: Christian Meyer
16*/
17
18#include <iostream>
19
20#include "world_entity.h"
21#include "stdincl.h"
22//#include "collision.h"
23
24using namespace std;
25
26/**
27   \brief standard constructor
28   
29   Every derived contructor HAS to call the previous one supplying the isFree parameter. This is necessary to distunguish
30   between free and bound entities. The difference between them is simply the fact that the movement of a free entity is
31   not bound to the track of a world. Use this to implement projectile or effect classes that do not have to travel along the track.
32   To specify an entity to be free or bound set the default parameter in the declaration of the constructor.
33   Theoretically you should never have to call the constructor of an Entity directly, for it is called by the spawn() function of the World
34   class. So if you want to create a new entity at any time, call World::spawn(). It will handle everything that is necessary.
35*/
36WorldEntity::WorldEntity (bool isFree) : bFree(isFree)
37{
38  this->setClassName ("WorldEntity");
39  this->bDraw = true;
40  //  collisioncluster = NULL;
41}
42
43/**
44   \brief standard destructor
45*/
46WorldEntity::~WorldEntity ()
47{
48  // if( collisioncluster != NULL) delete collisioncluster;
49}
50
51/**
52   \brief get the Location of the WorldEntity
53   \return a pointer to location
54*/
55/*PN
56Location* WorldEntity::getLocation ()
57{
58  return &loc;
59}
60*/
61
62/**
63   \brief get the Placement of the WorldEntity
64   \return a pointer to placement
65*/
66 /*PN
67Placement* WorldEntity::getPlacement ()
68{
69  return &place;
70}
71 */
72/**
73   \brief query whether the WorldEntity in question is free
74   \return true if the WorldEntity is free or false if it isn't
75*/
76bool WorldEntity::isFree ()
77{
78  return bFree;
79}
80
81/**
82   \brief set the WorldEntity's collision hull
83   \param newhull: a pointer to a completely assembled CollisionCluster
84   
85   Any previously assigned collision hull will be deleted on reassignment
86*/
87/*
88void WorldEntity::setCollision (CollisionCluster* newhull)
89{
90  if( newhull == NULL) return;
91  if( collisioncluster != NULL) delete collisioncluster;
92  collisioncluster = newhull;
93}
94*/
95
96/**
97   \brief this method is called every frame
98   \param time: the time in seconds that has passed since the last tick
99   
100   Handle all stuff that should update with time inside this method (movement, animation, etc.)
101*/
102void WorldEntity::tick(float time) 
103{
104}
105
106
107/**
108    \brief process draw function
109*/
110void WorldEntity::processDraw ()
111{
112  this->draw ();
113  PNode* pn = this->children->enumerate ();
114  while( pn != NULL) 
115    { 
116      ((WorldEntity*)pn)->processDraw ();
117      pn = this->children->nextElement();
118    } 
119}
120
121/**
122   \brief sets the drawable state of this entity.
123   \param bDraw TRUE if draweable, FALSE otherwise
124*/
125void WorldEntity::setDrawable (bool bDraw)
126{
127  this->bDraw = bDraw;
128}
129
130
131/**
132   \brief the entity is drawn onto the screen with this function
133   
134   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.
135*/
136void WorldEntity::draw() 
137{}
138
139/**
140   \brief this function is called, when two entities collide
141   \param other: the world entity with whom it collides
142   \param ownhitflags: flags to the CollisionCluster subsections that registered an impact
143   \param otherhitflags: flags to the CollisionCluster subsections of the other entity that registered an impact
144
145   Implement behaviour like damage application or other miscellaneous collision stuff in this function
146*/
147void WorldEntity::collide(WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) {}
148
149/**
150   \brief this function is called, when the ship is hit by a waepon
151   \param weapon: the laser/rocket/shoot that hits.
152   \param loc: place where it is hit
153
154   calculate the damage depending
155*/
156void WorldEntity::hit(WorldEntity* weapon, Vector loc) {}
157
158/**
159   \brief this function is called when the entity is to be destroied
160   
161   This can be called, if eg. something realy bad happens :)
162*/
163void WorldEntity::destroy() {}
164
165
166/**
167   \brief this is called immediately after the Entity has been constructed and initialized
168   
169   Put any initialisation code that requires knowledge of location (placement if the Entity is free) and owner of the entity here.
170   DO NOT place such code in the constructor, those variables are set AFTER the entity is constucted.
171*/
172void WorldEntity::postSpawn ()
173{
174}
175
176/**
177   \brief this handles incoming command messages
178   \param cmd: a pointer to the incoming Command structure
179   
180   Put all code that handles Command messages here, this will mainly be called by the assigned CommandNode but can also be used
181   to send commands from one WorldEntity to another.
182*/
183void WorldEntity::command (Command* cmd)
184{
185}
186
187/**
188   \brief this is called by the local Camera to determine the point it should look at on the WorldEntity
189   \param locbuf: a pointer to the buffer to fill with a location to look at
190       
191   You may put any Location you want into locbuf, the Camera will determine via the corresponding Track how
192   to look at the location you return with this.
193*/
194/*PN
195void WorldEntity::getLookat (Location* locbuf)
196{
197}
198*/
199
200/**
201   \brief this method is called by the world if the WorldEntity leaves valid gamespace
202   
203   For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a
204   place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy).
205*/
206void WorldEntity::leftWorld ()
207{
208}
Note: See TracBrowser for help on using the repository browser.