| 1 | /*! |
|---|
| 2 | * @file world_entity.h |
|---|
| 3 | * Definition of the basic WorldEntity |
|---|
| 4 | */ |
|---|
| 5 | |
|---|
| 6 | #ifndef _WORLD_ENTITY_H |
|---|
| 7 | #define _WORLD_ENTITY_H |
|---|
| 8 | |
|---|
| 9 | #include "p_node.h" |
|---|
| 10 | #include "synchronizeable.h" |
|---|
| 11 | #include "model.h" |
|---|
| 12 | |
|---|
| 13 | #include "object_manager.h" |
|---|
| 14 | #include "glincl.h" |
|---|
| 15 | #include <vector> |
|---|
| 16 | |
|---|
| 17 | // FORWARD DECLARATION |
|---|
| 18 | class SoundBuffer; |
|---|
| 19 | class SoundSource; |
|---|
| 20 | class BVTree; |
|---|
| 21 | class Model; |
|---|
| 22 | |
|---|
| 23 | class GLGuiWidget; |
|---|
| 24 | class GLGuiBar; |
|---|
| 25 | |
|---|
| 26 | //class CharacterAttributes; |
|---|
| 27 | |
|---|
| 28 | |
|---|
| 29 | //! Basis-class all interactive stuff in the world is derived from |
|---|
| 30 | class WorldEntity : public PNode |
|---|
| 31 | { |
|---|
| 32 | public: |
|---|
| 33 | WorldEntity(); |
|---|
| 34 | virtual ~WorldEntity (); |
|---|
| 35 | |
|---|
| 36 | virtual void loadParams(const TiXmlElement* root); |
|---|
| 37 | |
|---|
| 38 | void loadModel(const char* fileName, float scaling = 1.0f, unsigned int modelNumber = 0); |
|---|
| 39 | void setModel(Model* model, unsigned int modelNumber = 0); |
|---|
| 40 | Model* getModel(unsigned int modelNumber = 0) const { return (this->models.size() > modelNumber)? this->models[modelNumber] : NULL; }; |
|---|
| 41 | |
|---|
| 42 | inline void loadMD2Texture(const char* fileName) { this->md2TextureFileName = fileName; } |
|---|
| 43 | |
|---|
| 44 | bool buildObbTree(unsigned int depth); |
|---|
| 45 | /** @returns a reference to the obb tree of this worldentity */ |
|---|
| 46 | BVTree* getOBBTree() const { return this->obbTree; }; |
|---|
| 47 | |
|---|
| 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 */ |
|---|
| 51 | inline bool isVisible() const { return this->bVisible; }; |
|---|
| 52 | |
|---|
| 53 | |
|---|
| 54 | |
|---|
| 55 | virtual void postSpawn (); |
|---|
| 56 | virtual void leftWorld (); |
|---|
| 57 | |
|---|
| 58 | virtual void tick (float time); |
|---|
| 59 | |
|---|
| 60 | virtual void draw () const; |
|---|
| 61 | |
|---|
| 62 | virtual void collidesWith (WorldEntity* entity, const Vector& location); |
|---|
| 63 | void drawBVTree(unsigned int depth, int drawMode) const; |
|---|
| 64 | |
|---|
| 65 | |
|---|
| 66 | void debugWE() { this->debugEntity(); } |
|---|
| 67 | ; ///FIXME |
|---|
| 68 | void debugEntity() const; |
|---|
| 69 | |
|---|
| 70 | |
|---|
| 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(); |
|---|
| 77 | |
|---|
| 78 | void toList(OM_LIST list); |
|---|
| 79 | |
|---|
| 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; } |
|---|
| 84 | |
|---|
| 85 | int writeState(const byte* data, int length, int sender); |
|---|
| 86 | int readState(byte* data, int maxLength ); |
|---|
| 87 | |
|---|
| 88 | /** @returns the Energy of the entity */ |
|---|
| 89 | float getHealth() const { return this->health; }; |
|---|
| 90 | /** @returns the Maximum energy this entity can be charged with */ |
|---|
| 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(); |
|---|
| 96 | |
|---|
| 97 | protected: |
|---|
| 98 | void setHealth(float health) { this->health = health; }; |
|---|
| 99 | void setHealthWidgetVisibilit(bool visibility); |
|---|
| 100 | void setHealthMax(float healthMax); |
|---|
| 101 | void createHealthWidget(); |
|---|
| 102 | // CharacterAttributes* charAttr; //!< the character attributes of a world_entity |
|---|
| 103 | private: |
|---|
| 104 | void updateHealthWidget(); |
|---|
| 105 | |
|---|
| 106 | private: |
|---|
| 107 | /// TODO maybe we will move the following three entries and the corresponding functions to Playable AND NPC |
|---|
| 108 | float health; //!< The Energy of this Entity, if the Entity has any energy at all. |
|---|
| 109 | float healthMax; //!< The Maximal energy this entity can take. |
|---|
| 110 | GLGuiBar* healthWidget; //!< The Slider (if wanted). |
|---|
| 111 | |
|---|
| 112 | std::vector<Model*> models; //!< The model that should be loaded for this entity. |
|---|
| 113 | const char* md2TextureFileName; //!< the file name of the md2 model texture, only if this |
|---|
| 114 | const char* modelLODName; //!< the name of the model lod file |
|---|
| 115 | BVTree* obbTree; //!< this is the obb tree reference needed for collision detection |
|---|
| 116 | |
|---|
| 117 | bool bCollide; //!< If it should be considered for the collisiontest. |
|---|
| 118 | bool bVisible; //!< If it should be visible. |
|---|
| 119 | |
|---|
| 120 | OM_LIST objectListNumber; //!< The ObjectList from ObjectManager this Entity is in. |
|---|
| 121 | std::list<WorldEntity*>::iterator objectListIterator; //!< The iterator position of this Entity in the given list of the ObjectManager. |
|---|
| 122 | |
|---|
| 123 | float scaling; |
|---|
| 124 | |
|---|
| 125 | |
|---|
| 126 | }; |
|---|
| 127 | |
|---|
| 128 | #endif /* _WORLD_ENTITY_H */ |
|---|