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source: orxonox.OLD/trunk/src/world_entities/world_entity.h @ 7064

Last change on this file since 7064 was 7064, checked in by bensch, 18 years ago

hud work

File size: 4.5 KB
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[4680]1/*!
[4885]2 * @file world_entity.h
3 * Definition of the basic WorldEntity
[2190]4*/
[2036]5
[3224]6#ifndef _WORLD_ENTITY_H
7#define _WORLD_ENTITY_H
[2036]8
[3365]9#include "p_node.h"
[5996]10#include "synchronizeable.h"
11#include "model.h"
[2036]12
[6142]13#include "object_manager.h"
[5511]14#include "glincl.h"
[5995]15#include <vector>
[5511]16
[4885]17// FORWARD DECLARATION
[4504]18class SoundBuffer;
19class SoundSource;
[5143]20class BVTree;
[5511]21class Model;
[6440]22
23class GLGuiWidget;
[6430]24class GLGuiBar;
[4504]25
[5498]26//class CharacterAttributes;
[4682]27
[5498]28
[4885]29//! Basis-class all interactive stuff in the world is derived from
[6498]30class WorldEntity : public PNode
[4680]31{
[6430]32public:
33  WorldEntity();
[3221]34  virtual ~WorldEntity ();
[3365]35
[6512]36  virtual void loadParams(const TiXmlElement* root);
[5994]37
[5995]38  void loadModel(const char* fileName, float scaling = 1.0f, unsigned int modelNumber = 0);
[5994]39  void setModel(Model* model, unsigned int modelNumber = 0);
[6440]40  Model* getModel(unsigned int modelNumber = 0) const { return (this->models.size() > modelNumber)? this->models[modelNumber] : NULL; };
[5994]41
[6222]42  inline void loadMD2Texture(const char* fileName) { this->md2TextureFileName = fileName; }
43
[5061]44  bool buildObbTree(unsigned int depth);
[5994]45  /** @returns a reference to the obb tree of this worldentity */
46  BVTree* getOBBTree() const { return this->obbTree; };
[5057]47
[4885]48  /** @param visibility if the Entity should be visible (been draw) */
49  void setVisibiliy (bool visibility) { this->bVisible = visibility; };
50  /** @returns true if the entity is visible, false otherwise */
[5511]51  inline bool isVisible() const { return this->bVisible; };
[5026]52
[3583]53
[5026]54
[3229]55  virtual void postSpawn ();
[6959]56  virtual void leaveWorld ();
[3583]57
[5501]58  virtual void tick (float time);
[6005]59
[5501]60  virtual void draw () const;
[6005]61
[5029]62  virtual void collidesWith (WorldEntity* entity, const Vector& location);
[5510]63  void drawBVTree(unsigned int depth, int drawMode) const;
[5501]64
[6424]65
[6430]66  void debugWE() { this->debugEntity(); }
67  ;  ///FIXME
[6424]68  void debugEntity() const;
69
70
[5510]71  /* @returns the Count of Faces on this WorldEntity */
72  //unsigned int getFaceCount () const { return (this->model != NULL)?this->model->getFaceCount():0; };
73  //  void addAbility(Ability* ability);
74  //  void removeAbility(Ability* ability);
75  //  void setCharacterAttributes(CharacterAttributes* charAttr);
76  //  CharacterAttributes* getCharacterAttributes();
[4680]77
[6142]78  void toList(OM_LIST list);
[4680]79
[6142]80  /** @returns a Reference to the objectListNumber to set. */
81  OM_LIST& getOMListNumber() { return this->objectListNumber; }
82  /** @returns a Reference to the Iterator */
83  std::list<WorldEntity*>::iterator& getEntityIterator() { return this->objectListIterator; }
[6222]84
[6341]85  int       writeState(const byte* data, int length, int sender);
86  int       readState(byte* data, int maxLength );
[6222]87
[6430]88  /** @returns the Energy of the entity */
[6700]89  float getHealth() const { return this->health; };
[6430]90  /** @returns the Maximum energy this entity can be charged with */
[6700]91  float getHealthMax() const { return this->healthMax; }
92  float increaseHealth(float health);
93  float decreaseHealth(float health);
94  void increaseHealthMax(float increaseHealth);
95  GLGuiWidget* getHealthWidget();
[7064]96  bool hasHealthWidget() const { return this->healthWidget; };
[6430]97
98protected:
[6700]99  void setHealth(float health) { this->health = health; };
100  void setHealthWidgetVisibilit(bool visibility);
101  void setHealthMax(float healthMax);
102  void createHealthWidget();
[5994]103  //  CharacterAttributes*    charAttr;         //!< the character attributes of a world_entity
[6430]104private:
[6700]105  void updateHealthWidget();
[5994]106
[6430]107private:
108  /// TODO maybe we will move the following three entries and the corresponding functions to Playable AND NPC
[6700]109  float                   health;             //!< The Energy of this Entity, if the Entity has any energy at all.
110  float                   healthMax;          //!< The Maximal energy this entity can take.
111  GLGuiBar*               healthWidget;       //!< The Slider (if wanted).
[6341]112
[6142]113  std::vector<Model*>     models;             //!< The model that should be loaded for this entity.
[6222]114  const char*             md2TextureFileName; //!< the file name of the md2 model texture, only if this
[6695]115  const char*             modelLODName;       //!< the name of the model lod file
[6142]116  BVTree*                 obbTree;            //!< this is the obb tree reference needed for collision detection
[4680]117
[6142]118  bool                    bCollide;           //!< If it should be considered for the collisiontest.
119  bool                    bVisible;           //!< If it should be visible.
120
121  OM_LIST                           objectListNumber;   //!< The ObjectList from ObjectManager this Entity is in.
122  std::list<WorldEntity*>::iterator objectListIterator; //!< The iterator position of this Entity in the given list of the ObjectManager.
123
[6341]124  float                   scaling;
125
126
[2036]127};
128
[3224]129#endif /* _WORLD_ENTITY_H */
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