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source: orxonox.OLD/orxonox/trunk/src/world_entities/world_entity.cc @ 3544

Last change on this file since 3544 was 3544, checked in by bensch, 19 years ago

orxonox/trunk: now the delete-process is as inteded by c++
virtual ~ClassName extends deletion and deletes also the MasterClass

File size: 5.6 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/**
53   \brief get the Location of the WorldEntity
54   \return a pointer to location
55*/
56/*PN
57Location* WorldEntity::getLocation ()
58{
59  return &loc;
60}
61*/
62
63/**
64   \brief get the Placement of the WorldEntity
65   \return a pointer to placement
66*/
67 /*PN
68Placement* WorldEntity::getPlacement ()
69{
70  return &place;
71}
72 */
73/**
74   \brief query whether the WorldEntity in question is free
75   \return true if the WorldEntity is free or false if it isn't
76*/
77bool WorldEntity::isFree ()
78{
79  return bFree;
80}
81
82/**
83   \brief set the WorldEntity's collision hull
84   \param newhull: a pointer to a completely assembled CollisionCluster
85   
86   Any previously assigned collision hull will be deleted on reassignment
87*/
88/*
89void WorldEntity::setCollision (CollisionCluster* newhull)
90{
91  if( newhull == NULL) return;
92  if( collisioncluster != NULL) delete collisioncluster;
93  collisioncluster = newhull;
94}
95*/
96
97/**
98   \brief this method is called every frame
99   \param time: the time in seconds that has passed since the last tick
100   
101   Handle all stuff that should update with time inside this method (movement, animation, etc.)
102*/
103void WorldEntity::tick(float time) 
104{
105}
106
107
108/**
109    \brief process draw function
110*/
111void WorldEntity::processDraw ()
112{
113  this->draw ();
114  PNode* pn = this->children->enumerate ();
115  while( pn != NULL) 
116    { 
117      ((WorldEntity*)pn)->processDraw ();
118      pn = this->children->nextElement();
119    } 
120}
121
122/**
123   \brief sets the drawable state of this entity.
124   \param bDraw TRUE if draweable, FALSE otherwise
125*/
126void WorldEntity::setDrawable (bool bDraw)
127{
128  this->bDraw = bDraw;
129}
130
131
132/**
133   \brief the entity is drawn onto the screen with this function
134   
135   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.
136*/
137void WorldEntity::draw() 
138{}
139
140/**
141   \brief this function is called, when two entities collide
142   \param other: the world entity with whom it collides
143   \param ownhitflags: flags to the CollisionCluster subsections that registered an impact
144   \param otherhitflags: flags to the CollisionCluster subsections of the other entity that registered an impact
145
146   Implement behaviour like damage application or other miscellaneous collision stuff in this function
147*/
148void WorldEntity::collide(WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) {}
149
150/**
151   \brief this function is called, when the ship is hit by a waepon
152   \param weapon: the laser/rocket/shoot that hits.
153   \param loc: place where it is hit
154
155   calculate the damage depending
156*/
157void WorldEntity::hit(WorldEntity* weapon, Vector loc) {}
158
159
160
161/**
162   \brief this is called immediately after the Entity has been constructed and initialized
163   
164   Put any initialisation code that requires knowledge of location (placement if the Entity is free) and owner of the entity here.
165   DO NOT place such code in the constructor, those variables are set AFTER the entity is constucted.
166*/
167void WorldEntity::postSpawn ()
168{
169}
170
171/**
172   \brief this handles incoming command messages
173   \param cmd: a pointer to the incoming Command structure
174   
175   Put all code that handles Command messages here, this will mainly be called by the assigned CommandNode but can also be used
176   to send commands from one WorldEntity to another.
177*/
178void WorldEntity::command (Command* cmd)
179{
180}
181
182/**
183   \brief this is called by the local Camera to determine the point it should look at on the WorldEntity
184   \param locbuf: a pointer to the buffer to fill with a location to look at
185       
186   You may put any Location you want into locbuf, the Camera will determine via the corresponding Track how
187   to look at the location you return with this.
188*/
189/*PN
190void WorldEntity::getLookat (Location* locbuf)
191{
192}
193*/
194
195/**
196   \brief this method is called by the world if the WorldEntity leaves valid gamespace
197   
198   For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a
199   place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy).
200*/
201void WorldEntity::leftWorld ()
202{
203}
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