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00008 #include <iostream>
00009 #include <assert.h>
00010 #include <ent.h>
00011 #include <engine.h>
00012 #include <aspect.h>
00013 #include <command.h>
00014 #include "DEBUG.h"
00015
00016 int FastEcslent::Entity::count = 0;
00017
00018 void FastEcslent::Entity::print(){
00019 DEBUG(std::cout << "Id: " << entityId.id << ", instanceId: " << engine->instanceId << std::endl;)
00020 DEBUG(std::cout << "UIName " << uiname << ", meshName: " << meshName << std::endl;)
00021 DEBUG(std::cout << "Position: " << pos.x << ", " << pos.y << ", " << pos.z << std::endl;)
00022 DEBUG(std::cout << "Velocity: " << vel.x << ", " << vel.y << ", " << vel.z << std::endl;)
00023 DEBUG(std::cout << "Accelert: " << acc.x << ", " << acc.y << ", " << acc.z << std::endl;)
00024 DEBUG(std::cout << "Speed: " << speed << std::endl;)
00025 DEBUG(std::cout << "Heading: " << heading << std::endl;)
00026 DEBUG(std::cout << "dsrdSpd: " << desiredSpeed << std::endl;)
00027 DEBUG(std::cout << "dsrdHdg: " << desiredHeading << std::endl;)
00028 DEBUG(std::cout << "yaw: " << yaw << std::endl;)
00029 DEBUG(std::cout << "selected: " << isSelected << std::endl;)
00030 DEBUG(std::cout << "-------------------------------------------------------------------" << std::endl;)
00031 }
00032
00033
00034 void FastEcslent::Entity::reset(){
00035
00036
00037
00038 pos = Ogre::Vector3(0.0f, 0.0f, 0.0f);
00039 vel = Ogre::Vector3(0.0f, 0.0f, 0.0f);
00040 acc = Ogre::Vector3(0.0f, 0.0f, 0.0f);
00041 maxSpeed = 40.0f;
00042 minSpeed = -10.0f;
00043 speedRange = maxSpeed - minSpeed;
00044 rot = Ogre::Quaternion(Ogre::Radian(0.0f), Ogre::Vector3::UNIT_Y);
00045 maxAcceleration = 1.0f;
00046
00047 yaw = 0.0f;
00048 maxRotationalSpeed = 0.1;
00049 desiredSpeed = 0.0f;
00050 desiredHeading = 0.0f;
00051 speed = 0.0f;
00052 heading = 0.0f;
00053
00054
00055 selectable = false;
00056
00057 turningRadius = 10000;
00058
00059
00060 isSelected = false;
00061
00062 entityId.side = BATTLEMASTER;
00063 entityId.player = ONE;
00064 entityClass = SURFACE;
00065 entityState = ALIVE;
00066 gestationPeriod = 10.0;
00067 timeLeftToBirth = 10.0;
00068 timeLeftToDie = 10.0;
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079 aspects.clear();
00080
00081 }
00082
00083 FastEcslent::Entity::Entity(Engine *eng, EntityType entType) {
00084
00085 engine = eng;
00086
00087 entityType = entType;
00088 meshName = "cigarette.mesh";
00089 uiname = "Cigarette";
00090
00091 reset();
00092 }
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105 void FastEcslent::Entity::init(){
00106
00107 for (int aType = 0; aType < NASPECTTYPES; aType++){
00108 switch (aType){
00109 case (PHYSICS):
00110 physics = new Physics2D2(this, PHYSICS);
00111 physics->init();
00112 this->addAspect(physics);
00113 break;
00114 case (UNITAI):
00115 ai = new UnitAI(this, UNITAI);
00116 ai->init();
00117 this->addAspect(ai);
00118 break;
00119 case (WEAPON):
00120 weapon = new Weapon(this, WEAPON, RIFLE);
00121 weapon->init();
00122 this->addAspect(weapon);
00123 break;
00124 case (NET):
00125 if(this->engine->options.enableNetworking && this->entityClass == SURFACE){
00126 netAspect = new NetAspect(this, NET);
00127 netAspect->init();
00128 this->addAspect(netAspect);
00129 }
00130 break;
00131 }
00132
00133 }
00134
00135
00136 this->gestationPeriod = this->engine->gameMgr->entTypeData[this->entityType].buildTime;
00137
00138 }
00139
00140 bool FastEcslent::Entity::sinking(double dt){
00141 this->timeLeftToDie -= dt;
00142 this->pos.y = -(-this->height + (this->height * (this->gestationPeriod - this->timeLeftToDie)/this->gestationPeriod));
00143 if (this->timeLeftToDie <= 0.0) {
00144
00145 this->switchState(DEAD);
00146
00147 this->pos.y = -100000.0;
00148 return false;
00149 }
00150
00151 return true;
00152 }
00153
00154 bool FastEcslent::Entity::raising(double dt){
00155 this->timeLeftToBirth -= dt;
00156 this->pos.y = -this->height + (this->height * (this->gestationPeriod - this->timeLeftToBirth)/this->gestationPeriod);
00157 if (this->timeLeftToBirth <= 0.0) {
00158 this->switchState(ALIVE);
00159
00160
00161 this->pos.y = 0.0f;
00162 return false;
00163 }
00164 return true;
00165 }
00166
00167 void FastEcslent::Entity::addAspect(UnitAspect *asp) {
00168 aspects.push_back(asp);
00169 }
00170
00171 FastEcslent::UnitAspect* FastEcslent::Entity::getAspect(UnitAspectType at) {
00172 for (std::deque<UnitAspect*>::iterator it = aspects.begin(); it != aspects.end(); it++){
00173 if ((*it)->aspectType == at)
00174 return (*it);
00175 }
00176 return 0;
00177 }
00178
00179 void FastEcslent::Entity::removeAspect(UnitAspectType at) {
00180 int index = -1;
00181 for (std::deque<UnitAspect*>::iterator it = aspects.begin(); it != aspects.end(); it++){
00182 index++;
00183 if ((*it)->aspectType == at) {
00184 break;
00185 }
00186 }
00187 if(index >= 0 && index < (int) aspects.size()){
00188 aspects.erase(aspects.begin()+index);
00189 }
00190 }
00191
00192 void FastEcslent::Entity::tick(double dt){
00193 switch(this->entityState) {
00194 case GESTATING:
00195 this->gestatingTick(dt);
00196 break;
00197
00198 case ALIVE:
00199 this->aliveTick(dt);
00200 break;
00201
00202 case DYING:
00203
00204 break;
00205
00206 case DEAD:
00207
00208 break;
00209
00210 default:
00211
00212 break;
00213 }
00214 }
00215
00216 void FastEcslent::Entity::switchState(EntityState newState){
00217 this->entityState = newState;
00218 if(newState == GESTATING) {
00219 this->timeLeftToBirth = this->engine->gameMgr->entTypeData[this->entityType].buildTime;
00220 } else if (newState == DYING) {
00221 this->timeLeftToDie = this->engine->gameMgr->entTypeData[this->entityType].buildTime;
00222 }
00223 }
00224
00225 void FastEcslent::Entity::gestatingTick(double dt){
00226 boost::mutex::scoped_lock scoped_lock(entLock);
00227 if (!raising(dt)){
00228 this->switchState(ALIVE);
00229 }
00230 }
00231
00232 void FastEcslent::Entity::aliveTick(double dt){
00233 DEBUG(std::cout << "Ent: " << this->uiname << " EntityState: " << this->entityState << std::endl;)
00234 boost::mutex::scoped_lock scoped_lock(entLock);
00235 for (std::deque<UnitAspect*>::iterator it = aspects.begin(); it != aspects.end(); it++){
00236 (*it)->tick(dt);
00237 }
00238 }
00239
00240 void FastEcslent::Entity::dyingTick(double dt){
00241 boost::mutex::scoped_lock scoped_lock(entLock);
00242 if (!sinking(dt)) {
00243 this->switchState(DEAD);
00244 }
00245 }
00246
00247 void FastEcslent::Entity::deadTick(double dt){
00248 return;
00249 }