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source: orxonox.OLD/trunk/src/world_entities/world_entity.cc @ 8894

Last change on this file since 8894 was 8894, checked in by patrick, 18 years ago

merged the branche single_player_map with the trunk

File size: 21.5 KB
RevLine 
[2036]1
2
[4570]3/*
[2036]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
[2190]15   co-programmer: Christian Meyer
[2036]16*/
[5300]17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
[2036]18
19#include "world_entity.h"
[5208]20#include "shell_command.h"
[5143]21
[5511]22#include "model.h"
[8490]23#include "md2/md2Model.h"
24#include "md3/md3_model.h"
25
[8724]26#include "aabb_tree_node.h"
27
[7193]28#include "util/loading/resource_manager.h"
29#include "util/loading/load_param.h"
[3803]30#include "vector.h"
[4682]31#include "obb_tree.h"
[3608]32
[6430]33#include "glgui_bar.h"
34
[6002]35#include "state.h"
[7014]36#include "camera.h"
[6002]37
[7927]38#include "collision_handle.h"
[8190]39#include "collision_event.h"
[8777]40#include "game_rules.h"
41#include "kill.h"
[7927]42
[8190]43#include <stdarg.h>
[7927]44
[8190]45
[2036]46using namespace std;
47
[5208]48SHELL_COMMAND(model, WorldEntity, loadModel)
[6430]49->describe("sets the Model of the WorldEntity")
[7711]50->defaultValues("models/ships/fighter.obj", 1.0f);
[5208]51
[6424]52SHELL_COMMAND(debugEntity, WorldEntity, debugWE);
[5208]53
[2043]54/**
[4836]55 *  Loads the WordEntity-specific Part of any derived Class
[5498]56 *
57 * @param root: Normally NULL, as the Derived Entities define a loadParams Function themeselves,
58 *              that can calls WorldEntities loadParams for itself.
59 */
[6430]60WorldEntity::WorldEntity()
61    : Synchronizeable()
[2190]62{
[4320]63  this->setClassID(CL_WORLD_ENTITY, "WorldEntity");
[4597]64
[4682]65  this->obbTree = NULL;
[8724]66  this->aabbNode = NULL;
[6700]67  this->healthWidget = NULL;
68  this->healthMax = 1.0f;
69  this->health = 1.0f;
[8190]70  this->damage = 0.0f; // no damage dealt by a default entity
[6695]71  this->scaling = 1.0f;
[4261]72
[6695]73  /* OSOLETE */
74  this->bVisible = true;
75  this->bCollide = true;
76
[6142]77  this->objectListNumber = OM_INIT;
78  this->objectListIterator = NULL;
79
[8190]80  // reset all collision handles to NULL == unsubscribed state
81  for(int i = 0; i < CREngine::CR_NUMBER; ++i)
82    this->collisionHandles[i] = NULL;
83  this->bReactive = false;
84
85  // registering default reactions:
[8777]86  this->subscribeReaction(CREngine::CR_OBJECT_DAMAGE, CL_WORLD_ENTITY);
[8190]87
[6142]88  this->toList(OM_NULL);
[7927]89
[7954]90  modelFileName_handle = registerVarId( new SynchronizeableString( &modelFileName, &modelFileName, "modelFileName" ) );
91  scaling_handle = registerVarId( new SynchronizeableFloat( &scaling, &scaling, "scaling" ) );
[2190]92}
[2043]93
94/**
[4836]95 *  standard destructor
[2043]96*/
[2190]97WorldEntity::~WorldEntity ()
[2036]98{
[7125]99  State::getObjectManager()->toList(this, OM_INIT);
100
101  // Delete the model (unregister it with the ResourceManager)
102  for (unsigned int i = 0; i < this->models.size(); i++)
103    this->setModel(NULL, i);
104
[5498]105  // Delete the obbTree
[5302]106  if( this->obbTree != NULL)
[4814]107    delete this->obbTree;
[5994]108
[6700]109  if (this->healthWidget != NULL)
110    delete this->healthWidget;
[8190]111
112  this->unsubscribeReaction();
[3531]113}
114
[5498]115/**
116 * loads the WorldEntity Specific Parameters.
117 * @param root: the XML-Element to load the Data From
118 */
[4436]119void WorldEntity::loadParams(const TiXmlElement* root)
120{
[5498]121  // Do the PNode loading stuff
[6512]122  PNode::loadParams(root);
[5498]123
[6222]124  LoadParam(root, "md2texture", this, WorldEntity, loadMD2Texture)
[6430]125  .describe("the fileName of the texture, that should be loaded onto this world-entity. (must be relative to the data-dir)")
[7198]126  .defaultValues("");
[6222]127
[4436]128  // Model Loading
[5671]129  LoadParam(root, "model", this, WorldEntity, loadModel)
[6430]130  .describe("the fileName of the model, that should be loaded onto this world-entity. (must be relative to the data-dir)")
[7198]131  .defaultValues("", 1.0f, 0);
[6430]132
[6700]133  LoadParam(root, "maxHealth", this, WorldEntity, setHealthMax)
134  .describe("The Maximum health that can be loaded onto this entity")
[7198]135  .defaultValues(1.0f);
[6430]136
[6700]137  LoadParam(root, "health", this, WorldEntity, setHealth)
138  .describe("The Health the WorldEntity has at this moment")
[7198]139  .defaultValues(1.0f);
[4436]140}
141
[6222]142
[3531]143/**
[4885]144 * loads a Model onto a WorldEntity
[4836]145 * @param fileName the name of the model to load
[5057]146 * @param scaling the Scaling of the model
[7711]147 *
148 * FIXME
149 * @todo: separate the obb tree generation from the model
[7221]150 */
[7711]151void WorldEntity::loadModel(const std::string& fileName, float scaling, unsigned int modelNumber, unsigned int obbTreeDepth)
[4261]152{
[6695]153  this->modelLODName = fileName;
[6424]154  this->scaling = scaling;
[7954]155
156  std::string name = fileName;
157
158  if (  name.find( ResourceManager::getInstance()->getDataDir() ) == 0 )
159  {
160    name.erase(ResourceManager::getInstance()->getDataDir().size());
161  }
162
163  this->modelFileName = name;
164
[7221]165  if (!fileName.empty())
[6142]166  {
[6430]167    // search for the special character # in the LoadParam
[7221]168    if (fileName.find('#') != std::string::npos)
[6222]169    {
[7221]170      PRINTF(4)("Found # in %s... searching for LOD's\n", fileName.c_str());
171      std::string lodFile = fileName;
172      unsigned int offset = lodFile.find('#');
[6720]173      for (unsigned int i = 0; i < 3; i++)
[6005]174      {
[7221]175        lodFile[offset] = 48+(int)i;
[6222]176        if (ResourceManager::isInDataDir(lodFile))
177          this->loadModel(lodFile, scaling, i);
[6005]178      }
[6222]179      return;
180    }
[6720]181    if (this->scaling <= 0.0)
[6424]182    {
[7193]183      PRINTF(1)("YOU GAVE ME A CRAPY SCALE resetting to 1.0\n");
[6720]184      this->scaling = 1.0;
[6424]185    }
[7221]186    if(fileName.find(".obj") != std::string::npos)
[6222]187    {
[7221]188      PRINTF(4)("fetching OBJ file: %s\n", fileName.c_str());
[7193]189      BaseObject* loadedModel = ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN, this->scaling);
190      if (loadedModel != NULL)
191        this->setModel(dynamic_cast<Model*>(loadedModel), modelNumber);
[7221]192      else
193        PRINTF(1)("OBJ-File %s not found.\n", fileName.c_str());
[6222]194
[8894]195      if( modelNumber == 0 && !this->isA(CL_WEAPON))
[7711]196        this->buildObbTree(obbTreeDepth);
[6222]197    }
[7221]198    else if(fileName.find(".md2") != std::string::npos)
[6222]199    {
[7221]200      PRINTF(4)("fetching MD2 file: %s\n", fileName.c_str());
[7055]201      Model* m = new MD2Model(fileName, this->md2TextureFileName, this->scaling);
[6430]202      //this->setModel((Model*)ResourceManager::getInstance()->load(fileName, MD2, RP_CAMPAIGN), 0);
[6222]203      this->setModel(m, 0);
[7068]204
205      if( m != NULL)
[7711]206        this->buildObbTree(obbTreeDepth);
[6222]207    }
[8724]208    else /*if(fileName.find(".md3") != std::string::npos)*/
[8490]209    {
210      PRINTF(4)("fetching MD3 file: %s\n", fileName.c_str());
211      Model* m = new md3::MD3Model(fileName, this->scaling);
212      this->setModel(m, 0);
213
214//       if( m != NULL)
215//         this->buildObbTree(obbTreeDepth);
216    }
[4732]217  }
218  else
[6341]219  {
[5995]220    this->setModel(NULL);
[6341]221  }
[4261]222}
223
[5061]224/**
[5994]225 * sets a specific Model for the Object.
226 * @param model The Model to set
227 * @param modelNumber the n'th model in the List to get.
228 */
229void WorldEntity::setModel(Model* model, unsigned int modelNumber)
230{
[5995]231  if (this->models.size() <= modelNumber)
232    this->models.resize(modelNumber+1, NULL);
233
234  if (this->models[modelNumber] != NULL)
[6004]235  {
[7193]236    Resource* resource = ResourceManager::getInstance()->locateResourceByPointer(dynamic_cast<BaseObject*>(this->models[modelNumber]));
[7123]237    if (resource != NULL)
238      ResourceManager::getInstance()->unload(resource, RP_LEVEL);
239    else
240    {
241      PRINTF(4)("Forcing model deletion\n");
242      delete this->models[modelNumber];
243    }
[5994]244  }
[6222]245
[5995]246  this->models[modelNumber] = model;
[5994]247}
248
249
250/**
[5061]251 * builds the obb-tree
252 * @param depth the depth to calculate
253 */
[7711]254bool WorldEntity::buildObbTree(int depth)
[5061]255{
[5428]256  if (this->obbTree)
257    delete this->obbTree;
258
[5995]259  if (this->models[0] != NULL)
[7711]260    this->obbTree = new OBBTree(depth, models[0]->getModelInfo(), this);
[5428]261  else
262  {
[7711]263    PRINTF(1)("could not create obb-tree, because no model was loaded yet\n");
[5428]264    this->obbTree = NULL;
265    return false;
266  }
[8724]267
268
269  // create the axis aligned bounding box
270  if( this->aabbNode != NULL)
271  {
272    delete this->aabbNode;
273    this->aabbNode = NULL;
274  }
275
276  if( this->models[0] != NULL) {
277    this->aabbNode = new AABBTreeNode();
278    this->aabbNode->spawnBVTree(this->models[0]);
279  }
280  return true;
[5061]281}
[5057]282
[7927]283
[6142]284/**
[7927]285 * subscribes this world entity to a collision reaction
286 *  @param type the type of reaction to subscribe to
[8190]287 *  @param target1 a filter target (classID)
288 */
289void WorldEntity::subscribeReaction(CREngine::CRType type, long target1)
290{
291  this->subscribeReaction(type);
292
293  // add the target filter
294  this->collisionHandles[type]->addTarget(target1);
295}
296
297
298/**
299 * subscribes this world entity to a collision reaction
300 *  @param type the type of reaction to subscribe to
301 *  @param target1 a filter target (classID)
302 */
303void WorldEntity::subscribeReaction(CREngine::CRType type, long target1, long target2)
304{
305  this->subscribeReaction(type);
306
307  // add the target filter
308  this->collisionHandles[type]->addTarget(target1);
309  this->collisionHandles[type]->addTarget(target2);
310}
311
312
313/**
314 * subscribes this world entity to a collision reaction
315 *  @param type the type of reaction to subscribe to
316 *  @param target1 a filter target (classID)
317 */
318void WorldEntity::subscribeReaction(CREngine::CRType type, long target1, long target2, long target3)
319{
320  this->subscribeReaction(type);
321
322  // add the target filter
323  this->collisionHandles[type]->addTarget(target1);
324  this->collisionHandles[type]->addTarget(target2);
325  this->collisionHandles[type]->addTarget(target3);
326}
327
328
329/**
330 * subscribes this world entity to a collision reaction
331 *  @param type the type of reaction to subscribe to
332 *  @param target1 a filter target (classID)
333 */
334void WorldEntity::subscribeReaction(CREngine::CRType type, long target1, long target2, long target3, long target4)
335{
336  this->subscribeReaction(type);
337
338  // add the target filter
339  this->collisionHandles[type]->addTarget(target1);
340  this->collisionHandles[type]->addTarget(target2);
341  this->collisionHandles[type]->addTarget(target3);
342  this->collisionHandles[type]->addTarget(target4);
343}
344
345
346/**
347 * subscribes this world entity to a collision reaction
348 *  @param type the type of reaction to subscribe to
[7927]349 *  @param nrOfTargets number of target filters
350 *  @param ... the targets as classIDs
351 */
[8190]352void WorldEntity::subscribeReaction(CREngine::CRType type)
353{
354  if( this->collisionHandles[type] != NULL)  {
355    PRINTF(2)("Registering for a CollisionReaction already subscribed to! Skipping\n");
356    return;
357  }
[7927]358
[8190]359  this->collisionHandles[type] = CREngine::getInstance()->subscribeReaction(this, type);
[7927]360
[8190]361  // now there is at least one collision reaction subscribed
362  this->bReactive = true;
363}
364
365
[7927]366/**
[8190]367 * unsubscribes a specific reaction from the worldentity
368 *  @param type the reaction to unsubscribe
369 */
370void WorldEntity::unsubscribeReaction(CREngine::CRType type)
371{
372  if( this->collisionHandles[type] == NULL)
373    return;
374
375  CREngine::getInstance()->unsubscribeReaction(this->collisionHandles[type]);
376  this->collisionHandles[type] = NULL;
377
378  // check if there is still any handler registered
379  for(int i = 0; i < CREngine::CR_NUMBER; ++i)
380  {
381    if( this->collisionHandles[i] != NULL)
382    {
383      this->bReactive = true;
384      return;
385    }
386  }
387  this->bReactive = false;
388}
389
390
391/**
392 * unsubscribes all collision reactions
393 */
394void WorldEntity::unsubscribeReaction()
395{
396  for( int i = 0; i < CREngine::CR_NUMBER; i++)
397    this->unsubscribeReaction((CREngine::CRType)i);
398
399  // there are no reactions subscribed from now on
400  this->bReactive = false;
401}
402
403
404/**
405 * registers a new collision event to this world entity
406 *  @param entityA entity of the collision
407 *  @param entityB entity of the collision
408 *  @param bvA colliding bounding volume of entityA
409 *  @param bvB colliding bounding volume of entityA
410 */
411bool WorldEntity::registerCollision(WorldEntity* entityA, WorldEntity* entityB, BoundingVolume* bvA, BoundingVolume* bvB)
412{
413  // is there any handler listening?
414  if( !this->bReactive)
415    return false;
416
417  // get a collision event
418  CollisionEvent* c = CREngine::getInstance()->popCollisionEventObject();
419  assert(c != NULL); // if this should fail: we got not enough precached CollisionEvents: alter value in cr_defs.h
[8894]420  c->collide(COLLISION_TYPE_OBB, entityA, entityB, bvA, bvB);
[8190]421
422  for( int i = 0; i < CREngine::CR_NUMBER; ++i)
423    if( this->collisionHandles[i] != NULL)
424      this->collisionHandles[i]->registerCollisionEvent(c);
[8316]425  return true;
[8190]426}
427
428
429/**
430 * registers a new collision event to this woeld entity
431 *  @param entity the entity that collides
432 *  @param plane it stands on
433 *  @param position it collides on the plane
434 */
[8894]435bool WorldEntity::registerCollision(int type, WorldEntity* entity, WorldEntity* groundEntity, Vector normal, Vector position, bool bInWall)
[8190]436{
437  // is there any handler listening?
438  if( !this->bReactive)
439    return false;
440
441  // get a collision event
442  CollisionEvent* c = CREngine::getInstance()->popCollisionEventObject();
443  assert(c != NULL); // if this should fail: we got not enough precached CollisionEvents: alter value in cr_defs.h
[8894]444  c->collide(type, entity, groundEntity, normal, position, bInWall);
[8190]445
446  for( int i = 0; i < CREngine::CR_NUMBER; ++i)
447    if( this->collisionHandles[i] != NULL)
448      this->collisionHandles[i]->registerCollisionEvent(c);
[8316]449  return true;
[8190]450}
451
452
453/**
[6142]454 * @brief moves this entity to the List OM_List
455 * @param list the list to set this Entity to.
456 *
457 * this is the same as a call to State::getObjectManager()->toList(entity , list);
458 * directly, but with an easier interface.
459 *
460 * @todo inline this (peut etre)
461 */
462void WorldEntity::toList(OM_LIST list)
463{
464  State::getObjectManager()->toList(this, list);
465}
[5061]466
[8037]467void WorldEntity::toReflectionList()
468{
469  State::getObjectManager()->toReflectionList( this );
470}
[6142]471
[8037]472void removeFromReflectionList()
473{
474/// TODO
475///  State::getObject
476}
[6142]477
[4261]478/**
[4885]479 * sets the character attributes of a worldentity
[4836]480 * @param character attributes
[4885]481 *
482 * these attributes don't have to be set, only use them, if you need them
[2043]483*/
[5498]484//void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr)
485//{}
[2036]486
[3583]487
[2043]488/**
[5029]489 *  this function is called, when two entities collide
490 * @param entity: the world entity with whom it collides
491 *
492 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
493 */
494void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location)
495{
[5498]496  /**
497   * THIS IS A DEFAULT COLLISION-Effect.
498   * IF YOU WANT TO CREATE A SPECIFIC COLLISION ON EACH OBJECT
499   * USE::
500   * if (entity->isA(CL_WHAT_YOU_ARE_LOOKING_FOR)) { printf "dothings"; };
501   *
502   * You can always define a default Action.... don't be affraid just test it :)
503   */
[6430]504  //  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
[5029]505}
506
[2043]507
508/**
[8186]509 *  this function is called, when two entities collide
510 * @param entity: the world entity with whom it collides
511 *
512 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
513 */
514void WorldEntity::collidesWithGround(const Vector& location)
515{
516  PRINTF(0)("BSP_GROUND: %s collides \n", this->getClassName() );
517}
518
519void WorldEntity::collidesWithGround(const Vector& feet, const Vector& ray_1, const Vector& ray_2)
520{
[8190]521
[8186]522  // PRINTF(0)("BSP_GROUND: Player collides \n", this->getClassName() );
[8190]523
[8186]524  Vector v = this->getAbsDirX();
[8490]525  v.x *= 10.1;
526  v.y *= 10.1;
527  v.z *= 10.1;
528  Vector u = Vector(0.0,-20.0,0.0);
[8190]529
[8490]530
531  if(!(this->getAbsCoor().x == ray_2.x && this->getAbsCoor().y == ray_2.y && this->getAbsCoor().z == ray_2.z) )
[8186]532  {
[8190]533
[8186]534  this->setAbsCoor(ray_2 - v);
[8490]535
[8186]536  }
[8490]537    else
[8186]538  {
539    if(ray_1.x == this->getAbsCoor().x + v.x && ray_1.y == this->getAbsCoor().y + v.y + 0.1 && ray_1.z ==this->getAbsCoor().z + v.z)
540    {
[8190]541      this->setAbsCoor(feet -u );
[8186]542    }
[8190]543
544    this->setAbsCoor(ray_2 - v);
545
[8186]546  }
[8490]547
548
[8186]549}
550
551/**
[5498]552 *  this is called immediately after the Entity has been constructed, initialized and then Spawned into the World
[4885]553 *
[5498]554 */
[3229]555void WorldEntity::postSpawn ()
[6430]556{}
[2043]557
[3583]558
[2043]559/**
[6959]560 *  this method is called by the world if the WorldEntity leaves the game
[5498]561 */
[6959]562void WorldEntity::leaveWorld ()
[6430]563{}
[2043]564
[3583]565
[2190]566/**
[7085]567 * resets the WorldEntity to its initial values. eg. used for multiplayer games: respawning
568 */
569void WorldEntity::reset()
570{}
571
572/**
[4836]573 *  this method is called every frame
574 * @param time: the time in seconds that has passed since the last tick
[4885]575 *
576 * Handle all stuff that should update with time inside this method (movement, animation, etc.)
[2043]577*/
[4570]578void WorldEntity::tick(float time)
[6430]579{}
[3583]580
[5498]581
[3583]582/**
[4836]583 *  the entity is drawn onto the screen with this function
[4885]584 *
585 * This is a central function of an entity: call it to let the entity painted to the screen.
586 * Just override this function with whatever you want to be drawn.
[3365]587*/
[5500]588void WorldEntity::draw() const
[3803]589{
[6430]590  //PRINTF(0)("(%s::%s)\n", this->getClassName(), this->getName());
[6281]591  //  assert(!unlikely(this->models.empty()));
[6002]592  {
593    glMatrixMode(GL_MODELVIEW);
594    glPushMatrix();
[4570]595
[6002]596    /* translate */
597    glTranslatef (this->getAbsCoor ().x,
598                  this->getAbsCoor ().y,
599                  this->getAbsCoor ().z);
[6004]600    Vector tmpRot = this->getAbsDir().getSpacialAxis();
601    glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[2043]602
[6004]603
604    // This Draws the LOD's
[7014]605    float cameraDistance = State::getCamera()->distance(this);
[6004]606    if (cameraDistance > 30 && this->models.size() >= 3 && this->models[2] != NULL)
[6002]607    {
[6222]608      this->models[2]->draw();
[6004]609    }
610    else if (cameraDistance > 10 && this->models.size() >= 2 && this->models[1] != NULL)
[6002]611    {
612      this->models[1]->draw();
[6004]613    }
614    else if (this->models.size() >= 1 && this->models[0] != NULL)
[6002]615    {
616      this->models[0]->draw();
617    }
[8724]618
619    if( this->aabbNode != NULL)
620      this->aabbNode->drawBV(0, DRAW_BV_POLYGON, Vector(1, 0.6, 0.2), true);
621
[6002]622    glPopMatrix();
623  }
[3803]624}
[3583]625
[6430]626/**
[6700]627 * @param health the Health to add.
628 * @returns the health left (this->healthMax - health+this->health)
[6430]629 */
[6700]630float WorldEntity::increaseHealth(float health)
[6430]631{
[6700]632  this->health += health;
633  if (this->health > this->healthMax)
[6430]634  {
[6700]635    float retHealth = this->healthMax - this->health;
636    this->health = this->healthMax;
637    this->updateHealthWidget();
638    return retHealth;
[6430]639  }
[6700]640  this->updateHealthWidget();
[6430]641  return 0.0;
642}
[6281]643
[5498]644/**
[6700]645 * @param health the Health to be removed
[6430]646 * @returns 0.0 or the rest, that was not substracted (bellow 0.0)
647 */
[6700]648float WorldEntity::decreaseHealth(float health)
[6430]649{
[6700]650  this->health -= health;
[6430]651
[6700]652  if (this->health < 0)
[6430]653  {
[6700]654    float retHealth = -this->health;
655    this->health = 0.0f;
656    this->updateHealthWidget();
657    return retHealth;
[6430]658  }
[6700]659  this->updateHealthWidget();
[6430]660  return 0.0;
661
662}
663
664/**
[6700]665 * @param maxHealth the maximal health that can be loaded onto the entity.
[6430]666 */
[6700]667void WorldEntity::setHealthMax(float healthMax)
[6430]668{
[6700]669  this->healthMax = healthMax;
670  if (this->health > this->healthMax)
[6430]671  {
[6700]672    PRINTF(3)("new maxHealth is bigger as the old health. Did you really intend to do this for (%s::%s)\n", this->getClassName(), this->getName());
673    this->health = this->healthMax;
[6430]674  }
[6700]675  this->updateHealthWidget();
[6430]676}
677
[6431]678/**
[6700]679 * @brief creates the HealthWidget
[6431]680 *
[6700]681 * since not all entities need an HealthWidget, it is only created on request.
[6431]682 */
[6700]683void WorldEntity::createHealthWidget()
[6430]684{
[6700]685  if (this->healthWidget == NULL)
[6430]686  {
[7779]687    this->healthWidget = new OrxGui::GLGuiBar();
[6700]688    this->healthWidget->setSize2D(30,400);
689    this->healthWidget->setAbsCoor2D(10,100);
[6430]690
[6700]691    this->updateHealthWidget();
[6430]692  }
693  else
[6700]694    PRINTF(3)("Allready created the HealthWidget for %s::%s\n", this->getClassName(), this->getName());
[6430]695}
696
[6700]697void WorldEntity::increaseHealthMax(float increaseHealth)
[6440]698{
[6700]699  this->healthMax += increaseHealth;
700  this->updateHealthWidget();
[6440]701}
702
[6700]703
[7779]704OrxGui::GLGuiWidget* WorldEntity::getHealthWidget()
[6700]705{
706  this->createHealthWidget();
707  return this->healthWidget;
708}
709
[6431]710/**
[6700]711 * @param visibility shows or hides the health-bar
[6431]712 * (creates the widget if needed)
713 */
[6700]714void WorldEntity::setHealthWidgetVisibilit(bool visibility)
[6430]715{
[7198]716  if (visibility)
717  {
718    if (this->healthWidget != NULL)
719      this->healthWidget->show();
720    else
[6430]721    {
[7198]722      this->createHealthWidget();
723      this->updateHealthWidget();
724      this->healthWidget->show();
[6430]725    }
[7198]726  }
727  else if (this->healthWidget != NULL)
728    this->healthWidget->hide();
[6430]729}
730
[8724]731
[6431]732/**
[8724]733 * hit the world entity with
734 *  @param damage damage to be dealt
735 */
736void WorldEntity::hit(float damage)
737{
738  this->decreaseHealth(damage);
739
[8778]740  PRINTF(5)("Hit me: %s now only %f/%f health\n", this->getClassName(), this->getHealth(), this->getHealthMax());
[8777]741
[8724]742  if( this->getHealth() > 0)
743  {
744    // any small explosion animaitions
745  }
746  else
747  {
748    this->destroy();
749
[8777]750    if( State::getGameRules() != NULL)
751      State::getGameRules()->registerKill(Kill(NULL, this));
[8724]752  }
753}
754
755
756/**
[8777]757 * destoys the world entity
758 */
759void WorldEntity::destroy()
760{
761  this->toList(OM_DEAD);
762}
763
764
765/**
[6700]766 * @brief updates the HealthWidget
[6431]767 */
[6700]768void WorldEntity::updateHealthWidget()
[6430]769{
[6700]770  if (this->healthWidget != NULL)
[6430]771  {
[6700]772    this->healthWidget->setMaximum(this->healthMax);
773    this->healthWidget->setValue(this->health);
[6430]774  }
775}
776
777
778/**
[5498]779 * DEBUG-DRAW OF THE BV-Tree.
780 * @param depth What depth to draw
781 * @param drawMode the mode to draw this entity under
782 */
[7711]783void WorldEntity::drawBVTree(int depth, int drawMode) const
[4684]784{
785  glMatrixMode(GL_MODELVIEW);
786  glPushMatrix();
787  /* translate */
788  glTranslatef (this->getAbsCoor ().x,
789                this->getAbsCoor ().y,
790                this->getAbsCoor ().z);
791  /* rotate */
[4998]792  Vector tmpRot = this->getAbsDir().getSpacialAxis();
793  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[4684]794
[7711]795
[4684]796  if (this->obbTree)
797    this->obbTree->drawBV(depth, drawMode);
[7711]798
799
[4684]800  glPopMatrix();
801}
[6341]802
[6424]803
[6341]804/**
[6424]805 * Debug the WorldEntity
806 */
807void WorldEntity::debugEntity() const
808{
809  PRINT(0)("WorldEntity %s::%s  (DEBUG)\n", this->getClassName(), this->getName());
810  this->debugNode();
811  PRINT(0)("List: %s ; ModelCount %d - ", ObjectManager::OMListToString(this->objectListNumber) , this->models.size());
812  for (unsigned int i = 0; i < this->models.size(); i++)
813  {
814    if (models[i] != NULL)
815      PRINT(0)(" : %d:%s", i, this->models[i]->getName());
816  }
817  PRINT(0)("\n");
818
819}
820
821
822/**
[7954]823 * handler for changes on registred vars
824 * @param id id's which changed
[6341]825 */
[7954]826void WorldEntity::varChangeHandler( std::list< int > & id )
[6341]827{
[7954]828  if ( std::find( id.begin(), id.end(), modelFileName_handle ) != id.end() ||
829       std::find( id.begin(), id.end(), scaling_handle ) != id.end()
830     )
[6341]831  {
[7954]832    loadModel( modelFileName, scaling );
[6341]833  }
834
[7954]835  PNode::varChangeHandler( id );
[6341]836}
837
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