| 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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| 15 |    co-programmer: Christian Meyer | 
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| 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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| 21 | #include "stdincl.h" | 
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| 22 | #include "collision.h" | 
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| 23 |  | 
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| 24 | using namespace std; | 
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| 25 |  | 
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| 26 | /** | 
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| 27 |    \brief standard constructor | 
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| 28 |     | 
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| 29 |    Every derived contructor HAS to call the previous one supplying the isFree parameter. This is necessary to distunguish | 
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| 30 |    between free and bound entities. The difference between them is simply the fact that the movement of a free entity is | 
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| 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. | 
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| 32 |    To specify an entity to be free or bound set the default parameter in the declaration of the constructor. | 
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| 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 | 
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| 34 |    class. So if you want to create a new entity at any time, call World::spawn(). It will handle everything that is necessary. | 
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| 35 | */ | 
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| 36 | WorldEntity::WorldEntity (bool isFree) : bFree(isFree) | 
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| 37 | { | 
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| 38 |   this->setClassName ("WorldEntity"); | 
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| 39 |   this->bDraw = true; | 
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| 40 |   collisioncluster = NULL; | 
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| 41 | } | 
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| 42 |  | 
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| 43 | /** | 
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| 44 |    \brief standard destructor | 
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| 45 | */ | 
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| 46 | WorldEntity::~WorldEntity () | 
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| 47 | { | 
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| 48 |   if( collisioncluster != NULL) delete collisioncluster; | 
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| 49 | } | 
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| 50 |  | 
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| 51 | /** | 
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| 52 |    \brief get the Location of the WorldEntity | 
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| 53 |    \return a pointer to location | 
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| 54 | */ | 
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| 55 | /*PN | 
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| 56 | Location* WorldEntity::getLocation () | 
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| 57 | { | 
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| 58 |   return &loc; | 
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| 59 | } | 
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| 60 | */ | 
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| 61 |  | 
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| 62 | /** | 
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| 63 |    \brief get the Placement of the WorldEntity | 
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| 64 |    \return a pointer to placement | 
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| 65 | */ | 
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| 66 |  /*PN | 
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| 67 | Placement* WorldEntity::getPlacement () | 
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| 68 | { | 
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| 69 |   return &place; | 
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| 70 | } | 
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| 71 |  */ | 
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| 72 | /** | 
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| 73 |    \brief query whether the WorldEntity in question is free | 
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| 74 |    \return true if the WorldEntity is free or false if it isn't | 
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| 75 | */ | 
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| 76 | bool WorldEntity::isFree () | 
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| 77 | { | 
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| 78 |   return bFree; | 
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| 79 | } | 
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| 80 |  | 
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| 81 | /** | 
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| 82 |    \brief set the WorldEntity's collision hull | 
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| 83 |    \param newhull: a pointer to a completely assembled CollisionCluster | 
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| 84 |     | 
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| 85 |    Any previously assigned collision hull will be deleted on reassignment | 
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| 86 | */ | 
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| 87 | void WorldEntity::setCollision (CollisionCluster* newhull) | 
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| 88 | { | 
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| 89 |   if( newhull == NULL) return; | 
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| 90 |   if( collisioncluster != NULL) delete collisioncluster; | 
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| 91 |   collisioncluster = newhull; | 
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| 92 | } | 
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| 93 |  | 
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| 94 |  | 
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| 95 | /** | 
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| 96 |    \brief this method is called every frame | 
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| 97 |    \param time: the time in seconds that has passed since the last tick | 
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| 98 |     | 
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| 99 |    Handle all stuff that should update with time inside this method (movement, animation, etc.) | 
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| 100 | */ | 
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| 101 | void WorldEntity::tick(float time)  | 
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| 102 | { | 
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| 103 | } | 
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| 104 |  | 
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| 105 |  | 
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| 106 | /**  | 
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| 107 |     \brief process draw function  | 
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| 108 | */ | 
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| 109 | void WorldEntity::processDraw () | 
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| 110 | { | 
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| 111 |   this->draw (); | 
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| 112 |   PNode* pn = this->children->enumerate (); | 
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| 113 |   while( pn != NULL)  | 
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| 114 |     {  | 
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| 115 |       ((WorldEntity*)pn)->processDraw (); | 
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| 116 |       pn = this->children->nextElement(); | 
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| 117 |     }  | 
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| 118 | } | 
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| 119 |  | 
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| 120 |  | 
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| 121 | void WorldEntity::setDrawable (bool bDraw) | 
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| 122 | { | 
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| 123 |   this->bDraw = bDraw; | 
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| 124 | } | 
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| 125 |  | 
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| 126 |  | 
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| 127 | /** | 
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| 128 |    \brief the entity is drawn onto the screen with this function | 
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| 129 |     | 
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| 130 |    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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| 131 | */ | 
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| 132 | void WorldEntity::draw()  | 
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| 133 | {} | 
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| 134 |  | 
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| 135 | /** | 
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| 136 |    \brief this function is called, when two entities collide | 
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| 137 |    \param other: the world entity with whom it collides | 
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| 138 |    \param ownhitflags: flags to the CollisionCluster subsections that registered an impact | 
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| 139 |    \param otherhitflags: flags to the CollisionCluster subsections of the other entity that registered an impact | 
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| 140 |  | 
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| 141 |    Implement behaviour like damage application or other miscellaneous collision stuff in this function | 
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| 142 | */ | 
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| 143 | void WorldEntity::collide(WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) {} | 
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| 144 |  | 
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| 145 | /** | 
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| 146 |    \brief this function is called, when the ship is hit by a waepon | 
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| 147 |    \param weapon: the laser/rocket/shoot that hits. | 
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| 148 |    \param loc: place where it is hit | 
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| 149 |  | 
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| 150 |    calculate the damage depending | 
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| 151 | */ | 
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| 152 | void WorldEntity::hit(WorldEntity* weapon, Vector loc) {} | 
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| 153 |  | 
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| 154 | /** | 
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| 155 |    \brief this function is called when the entity is to be destroied | 
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| 156 |     | 
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| 157 |    This can be called, if eg. something realy bad happens :) | 
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| 158 | */ | 
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| 159 | void WorldEntity::destroy() {} | 
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| 160 |  | 
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| 161 |  | 
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| 162 | /** | 
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| 163 |    \brief this is called immediately after the Entity has been constructed and initialized | 
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| 164 |     | 
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| 165 |    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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| 166 |    DO NOT place such code in the constructor, those variables are set AFTER the entity is constucted. | 
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| 167 | */ | 
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| 168 | void WorldEntity::postSpawn () | 
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| 169 | { | 
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| 170 | } | 
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| 171 |  | 
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| 172 | /** | 
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| 173 |    \brief this handles incoming command messages | 
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| 174 |    \param cmd: a pointer to the incoming Command structure | 
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| 175 |     | 
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| 176 |    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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| 177 |    to send commands from one WorldEntity to another. | 
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| 178 | */ | 
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| 179 | void WorldEntity::command (Command* cmd) | 
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| 180 | { | 
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| 181 | } | 
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| 182 |  | 
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| 183 | /** | 
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| 184 |    \brief this is called by the local Camera to determine the point it should look at on the WorldEntity | 
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| 185 |    \param locbuf: a pointer to the buffer to fill with a location to look at | 
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| 186 |          | 
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| 187 |    You may put any Location you want into locbuf, the Camera will determine via the corresponding Track how | 
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| 188 |    to look at the location you return with this. | 
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| 189 | */ | 
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| 190 | /*PN | 
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| 191 | void WorldEntity::getLookat (Location* locbuf) | 
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| 192 | { | 
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| 193 | } | 
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| 194 | */ | 
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| 195 |  | 
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| 196 | /** | 
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| 197 |    \brief this method is called by the world if the WorldEntity leaves valid gamespace | 
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| 198 |     | 
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| 199 |    For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a | 
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| 200 |    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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| 201 | */ | 
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| 202 | void WorldEntity::leftWorld () | 
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| 203 | { | 
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| 204 | } | 
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