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source: code/branches/gameimmersion/src/orxonox/worldentities/pawns/Pawn.h @ 8474

Last change on this file since 8474 was 8386, checked in by simonmie, 14 years ago

New shielddamage implemented, depending functions changed, bugs fixed.

LightningGun →fire changed
Other weapons still need to be edited

  • Property svn:eol-style set to native
File size: 8.5 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _Pawn_H__
30#define _Pawn_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include <string>
35#include "interfaces/PickupCarrier.h"
36#include "interfaces/RadarViewable.h"
37#include "worldentities/ControllableEntity.h"
38
39namespace orxonox // tolua_export
40{ // tolua_export
41    class _OrxonoxExport Pawn // tolua_export
42        : public ControllableEntity, public RadarViewable, public PickupCarrier
43    { // tolua_export
44        friend class WeaponSystem;
45
46        public:
47            Pawn(BaseObject* creator);
48            virtual ~Pawn();
49
50            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
51            virtual void tick(float dt);
52
53            inline bool isAlive() const
54                { return this->bAlive_; }
55
56///////////////////////////////// me
57            virtual void setReloadRate(float reloadrate);
58            inline float getReloadRate() const
59                { return this->reloadRate_; }
60
61            inline void addShieldHealth(float amount)
62            { this->setShieldHealth(this->shieldHealth_ + amount); }
63
64            inline bool hasShield()
65            { return (this->getShieldHealth() > 0); }
66
67            virtual void setReloadWaitTime(float reloadwaittime);
68            inline float getReloadWaitTime() const
69                { return this->reloadWaitTime_; }
70
71            inline void resetReloadCountdown()
72            { this->reloadWaitCountdown_ = 0; }
73
74            inline void startReloadCountdown()
75            { this->reloadWaitCountdown_ = this->getReloadWaitTime(); } //in projectile.cc einbauen!!!!!!1111!!111!
76
77            virtual void decreaseReloadCountdownTime(float dt);
78
79            virtual void setMaxShieldHealth(float maxshieldhealth);
80            inline float getMaxShieldHealth() const
81                { return this->maxShieldHealth_; }
82
83            inline void setInitialShieldHealth(float initialshieldhealth)
84                { this->initialShieldHealth_ = initialshieldhealth; this->setShieldHealth(initialshieldhealth); }
85            inline float getInitialShieldHealth() const
86                { return this->initialShieldHealth_; }
87
88            inline void restoreInitialShieldHealth()
89                { this->setShieldHealth(this->initialShieldHealth_); }
90            inline void restoreMaxShieldHealth()
91                { this->setShieldHealth(this->maxShieldHealth_); }
92
93
94///////////////////////////////// end me
95
96            virtual void setHealth(float health);
97            inline void addHealth(float health)
98                { this->setHealth(this->health_ + health); }
99            inline void removeHealth(float health)
100                { this->setHealth(this->health_ - health); }
101            inline float getHealth() const
102                { return this->health_; }
103
104            inline void setMaxHealth(float maxhealth)
105                { this->maxHealth_ = maxhealth; this->setHealth(this->health_); }
106            inline float getMaxHealth() const
107                { return this->maxHealth_; }
108
109            inline void setInitialHealth(float initialhealth)
110                { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); }
111            inline float getInitialHealth() const
112                { return this->initialHealth_; }
113
114            virtual void setShieldHealth(float shieldHealth);
115
116            inline float getShieldHealth()
117            { return this->shieldHealth_; }
118
119            inline void setShieldAbsorption(float shieldAbsorption)
120            { this->shieldAbsorption_ = shieldAbsorption; }
121            inline float getShieldAbsorption()
122            { return this->shieldAbsorption_; }
123
124            inline ControllableEntity* getLastHitOriginator() const
125                { return this->lastHitOriginator_; }
126
127            virtual void hit(Pawn* originator, const Vector3& force, float damage);
128            virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);
129/////////me
130            virtual void hit(Pawn* originator, const Vector3& force, float damage, float healthdamage, float shielddamage);
131            virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage);
132////////end me
133            virtual void kill();
134
135            virtual void fired(unsigned int firemode);
136            virtual void reload();
137            virtual void postSpawn();
138
139            void addWeaponSlot(WeaponSlot * wSlot);
140            WeaponSlot * getWeaponSlot(unsigned int index) const;
141            void addWeaponSet(WeaponSet * wSet);
142            WeaponSet * getWeaponSet(unsigned int index) const;
143            void addWeaponPack(WeaponPack * wPack);
144            void addWeaponPackXML(WeaponPack * wPack);
145            WeaponPack * getWeaponPack(unsigned int index) const;
146
147            virtual void addedWeaponPack(WeaponPack* wPack) {}
148
149            inline const WorldEntity* getWorldEntity() const
150                { return const_cast<Pawn*>(this); }
151
152            inline void setSpawnParticleSource(const std::string& source)
153                { this->spawnparticlesource_ = source; }
154            inline const std::string& getSpawnParticleSource() const
155                { return this->spawnparticlesource_; }
156
157            inline void setSpawnParticleDuration(float duration)
158                { this->spawnparticleduration_ = duration; }
159            inline float getSpawnParticleDuration() const
160                { return this->spawnparticleduration_; }
161
162            inline void setExplosionChunks(unsigned int chunks)
163                { this->numexplosionchunks_ = chunks; }
164            inline unsigned int getExplosionChunks() const
165                { return this->numexplosionchunks_; }
166
167            virtual void startLocalHumanControl();
168
169            void setAimPosition( Vector3 position )
170                { this->aimPosition_ = position; }
171            Vector3 getAimPosition()
172                { return this->aimPosition_; }
173
174            virtual const Vector3& getCarrierPosition(void) const
175                { return this->getWorldPosition(); };
176
177        protected:
178            virtual void preDestroy();
179
180            virtual void setPlayer(PlayerInfo* player);
181            virtual void removePlayer();
182
183            virtual void death();
184            virtual void goWithStyle();
185            virtual void deatheffect();
186            virtual void spawneffect();
187
188            virtual void damage(float damage, Pawn* originator = 0);
189//////////me
190            virtual void damage(float damage, float healthdamage, float shielddamage, Pawn* originator);
191/////////end me
192
193            bool bAlive_;
194
195            virtual std::vector<PickupCarrier*>* getCarrierChildren(void) const
196                { return new std::vector<PickupCarrier*>(); }
197            virtual PickupCarrier* getCarrierParent(void) const
198                { return NULL; }
199
200/////////////////////////// me
201            float reloadRate_;
202            float reloadWaitTime_;
203            float reloadWaitCountdown_;
204
205            float maxShieldHealth_;
206            float initialShieldHealth_;
207
208////////////////////////// end me
209
210            float health_;
211            float maxHealth_;
212            float initialHealth_;
213            float shieldHealth_;
214            float shieldAbsorption_; // Has to be between 0 and 1
215
216            WeakPtr<Pawn> lastHitOriginator_;
217
218            WeaponSystem* weaponSystem_;
219            bool bReload_;
220
221            std::string spawnparticlesource_;
222            float spawnparticleduration_;
223            unsigned int numexplosionchunks_;
224
225        private:
226            void registerVariables();
227            inline void setWeaponSystem(WeaponSystem* weaponsystem)
228                { this->weaponSystem_ = weaponsystem; }
229
230            Vector3 aimPosition_;
231    }; // tolua_export
232} // tolua_export
233
234#endif /* _Pawn_H__ */
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