| 1 | /*! |
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| 2 | * @file world_entity.h |
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| 3 | * Definition of the basic WorldEntity |
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| 4 | */ |
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| 5 | |
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| 6 | #ifndef _WORLD_ENTITY_H |
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| 7 | #define _WORLD_ENTITY_H |
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| 8 | |
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| 9 | #include "p_node.h" |
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| 10 | #include "synchronizeable.h" |
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| 11 | #include "model.h" |
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| 12 | |
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| 13 | #include "object_manager.h" |
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| 14 | #include "glincl.h" |
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| 15 | #include <vector> |
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| 16 | |
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| 17 | // FORWARD DECLARATION |
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| 18 | class SoundBuffer; |
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| 19 | class SoundSource; |
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| 20 | class BVTree; |
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| 21 | class Model; |
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| 22 | |
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| 23 | //class CharacterAttributes; |
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| 24 | |
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| 25 | |
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| 26 | //! Basis-class all interactive stuff in the world is derived from |
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| 27 | class WorldEntity : public PNode, public Synchronizeable |
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| 28 | { |
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| 29 | public: |
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| 30 | WorldEntity(const TiXmlElement* root = NULL); |
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| 31 | virtual ~WorldEntity (); |
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| 32 | |
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| 33 | void loadParams(const TiXmlElement* root); |
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| 34 | |
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| 35 | void loadModel(const char* fileName, float scaling = 1.0f, unsigned int modelNumber = 0); |
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| 36 | void setModel(Model* model, unsigned int modelNumber = 0); |
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| 37 | Model* getModel(unsigned int modelNumber = 0) const { return (this->models.size() > modelNumber)? this->models[modelNumber] : NULL; }; |
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| 38 | |
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| 39 | inline void loadMD2Texture(const char* fileName) { this->md2TextureFileName = fileName; } |
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| 40 | |
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| 41 | bool buildObbTree(unsigned int depth); |
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| 42 | /** @returns a reference to the obb tree of this worldentity */ |
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| 43 | BVTree* getOBBTree() const { return this->obbTree; }; |
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| 44 | |
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| 45 | /** @param visibility if the Entity should be visible (been draw) */ |
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| 46 | void setVisibiliy (bool visibility) { this->bVisible = visibility; }; |
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| 47 | /** @returns true if the entity is visible, false otherwise */ |
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| 48 | inline bool isVisible() const { return this->bVisible; }; |
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| 49 | |
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| 50 | |
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| 51 | |
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| 52 | virtual void postSpawn (); |
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| 53 | virtual void leftWorld (); |
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| 54 | |
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| 55 | virtual void tick (float time); |
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| 56 | |
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| 57 | virtual void draw () const; |
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| 58 | |
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| 59 | virtual void collidesWith (WorldEntity* entity, const Vector& location); |
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| 60 | void drawBVTree(unsigned int depth, int drawMode) const; |
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| 61 | |
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| 62 | /* @returns the Count of Faces on this WorldEntity */ |
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| 63 | //unsigned int getFaceCount () const { return (this->model != NULL)?this->model->getFaceCount():0; }; |
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| 64 | // void addAbility(Ability* ability); |
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| 65 | // void removeAbility(Ability* ability); |
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| 66 | // void setCharacterAttributes(CharacterAttributes* charAttr); |
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| 67 | // CharacterAttributes* getCharacterAttributes(); |
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| 68 | |
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| 69 | void toList(OM_LIST list); |
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| 70 | |
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| 71 | /** @returns a Reference to the objectListNumber to set. */ |
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| 72 | OM_LIST& getOMListNumber() { return this->objectListNumber; } |
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| 73 | /** @returns a Reference to the Iterator */ |
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| 74 | std::list<WorldEntity*>::iterator& getEntityIterator() { return this->objectListIterator; } |
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| 75 | |
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| 76 | int writeState(const byte* data, int length, int sender); |
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| 77 | int readState(byte* data, int maxLength ); |
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| 78 | |
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| 79 | protected: |
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| 80 | // CharacterAttributes* charAttr; //!< the character attributes of a world_entity |
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| 81 | |
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| 82 | |
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| 83 | private: |
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| 84 | std::vector<Model*> models; //!< The model that should be loaded for this entity. |
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| 85 | const char* md2TextureFileName; //!< the file name of the md2 model texture, only if this |
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| 86 | BVTree* obbTree; //!< this is the obb tree reference needed for collision detection |
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| 87 | |
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| 88 | bool bCollide; //!< If it should be considered for the collisiontest. |
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| 89 | bool bVisible; //!< If it should be visible. |
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| 90 | |
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| 91 | OM_LIST objectListNumber; //!< The ObjectList from ObjectManager this Entity is in. |
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| 92 | std::list<WorldEntity*>::iterator objectListIterator; //!< The iterator position of this Entity in the given list of the ObjectManager. |
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| 93 | |
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| 94 | float scaling; |
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| 95 | |
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| 96 | |
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| 97 | }; |
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| 98 | |
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| 99 | #endif /* _WORLD_ENTITY_H */ |
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