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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 }
00125
00126 }
00127
00128
00129 this->gestationPeriod = this->engine->gameMgr->entTypeData[this->entityType].buildTime;
00130
00131 }
00132
00133 bool FastEcslent::Entity::sinking(double dt){
00134 this->timeLeftToDie -= dt;
00135 this->pos.y = -(-this->height + (this->height * (this->gestationPeriod - this->timeLeftToDie)/this->gestationPeriod));
00136 if (this->timeLeftToDie <= 0.0) {
00137
00138 this->switchState(DEAD);
00139
00140 this->pos.y = -100000.0;
00141 return false;
00142 }
00143
00144 return true;
00145 }
00146
00147 bool FastEcslent::Entity::raising(double dt){
00148 this->timeLeftToBirth -= dt;
00149 this->pos.y = -this->height + (this->height * (this->gestationPeriod - this->timeLeftToBirth)/this->gestationPeriod);
00150 if (this->timeLeftToBirth <= 0.0) {
00151 this->switchState(ALIVE);
00152
00153
00154 this->pos.y = 0.0f;
00155 return false;
00156 }
00157 return true;
00158 }
00159
00160 void FastEcslent::Entity::addAspect(UnitAspect *asp) {
00161 aspects.push_back(asp);
00162 }
00163
00164 FastEcslent::UnitAspect* FastEcslent::Entity::getAspect(UnitAspectType at) {
00165 for (std::deque<UnitAspect*>::iterator it = aspects.begin(); it != aspects.end(); it++){
00166 if ((*it)->aspectType == at)
00167 return (*it);
00168 }
00169 return 0;
00170 }
00171
00172 void FastEcslent::Entity::removeAspect(UnitAspectType at) {
00173 int index = -1;
00174 for (std::deque<UnitAspect*>::iterator it = aspects.begin(); it != aspects.end(); it++){
00175 index++;
00176 if ((*it)->aspectType == at) {
00177 break;
00178 }
00179 }
00180 if(index >= 0 && index < (int) aspects.size()){
00181 aspects.erase(aspects.begin()+index);
00182 }
00183 }
00184
00185 void FastEcslent::Entity::tick(double dt){
00186 switch(this->entityState) {
00187 case GESTATING:
00188 this->gestatingTick(dt);
00189 break;
00190
00191 case ALIVE:
00192 this->aliveTick(dt);
00193 break;
00194
00195 case DYING:
00196
00197 break;
00198
00199 case DEAD:
00200
00201 break;
00202
00203 default:
00204
00205 break;
00206 }
00207 }
00208
00209 void FastEcslent::Entity::switchState(EntityState newState){
00210 this->entityState = newState;
00211 if(newState == GESTATING) {
00212 this->timeLeftToBirth = this->engine->gameMgr->entTypeData[this->entityType].buildTime;
00213 } else if (newState == DYING) {
00214 this->timeLeftToDie = this->engine->gameMgr->entTypeData[this->entityType].buildTime;
00215 }
00216 }
00217
00218 void FastEcslent::Entity::gestatingTick(double dt){
00219 boost::mutex::scoped_lock scoped_lock(entLock);
00220 if (!raising(dt)){
00221 this->switchState(ALIVE);
00222 }
00223 }
00224
00225 void FastEcslent::Entity::aliveTick(double dt){
00226 DEBUG(std::cout << "Ent: " << this->uiname << " EntityState: " << this->entityState << std::endl;)
00227 boost::mutex::scoped_lock scoped_lock(entLock);
00228 for (std::deque<UnitAspect*>::iterator it = aspects.begin(); it != aspects.end(); it++){
00229 (*it)->tick(dt);
00230 }
00231 }
00232
00233 void FastEcslent::Entity::dyingTick(double dt){
00234 boost::mutex::scoped_lock scoped_lock(entLock);
00235 if (!sinking(dt)) {
00236 this->switchState(DEAD);
00237 }
00238 }
00239
00240 void FastEcslent::Entity::deadTick(double dt){
00241 return;
00242 }