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source: code/branches/network2/src/orxonox/worldentities/pawns/Pawn.h @ 7193

Last change on this file since 7193 was 6448, checked in by scheusso, 15 years ago

made registerVariables always private. otherwise bad things may happen with variables registered twice or even 3 times (as has happened in ControllableEntity until now)

  • Property svn:eol-style set to native
File size: 5.5 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/RadarViewable.h"
36#include "worldentities/ControllableEntity.h"
37#include "pickup/PickupCollection.h"
38
39namespace orxonox
40{
41    class _OrxonoxExport Pawn : public ControllableEntity, public RadarViewable
42    {
43        friend class WeaponSystem;
44
45        public:
46            Pawn(BaseObject* creator);
47            virtual ~Pawn();
48
49            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
50            virtual void tick(float dt);
51
52            inline bool isAlive() const
53                { return this->bAlive_; }
54
55            virtual void setHealth(float health);
56            inline void addHealth(float health)
57                { this->setHealth(this->health_ + health); }
58            inline void removeHealth(float health)
59                { this->setHealth(this->health_ - health); }
60            inline float getHealth() const
61                { return this->health_; }
62
63            inline void setMaxHealth(float maxhealth)
64                { this->maxHealth_ = maxhealth; this->setHealth(this->health_); }
65            inline float getMaxHealth() const
66                { return this->maxHealth_; }
67
68            inline void setInitialHealth(float initialhealth)
69                { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); }
70            inline float getInitialHealth() const
71                { return this->initialHealth_; }
72
73            inline ControllableEntity* getLastHitOriginator() const
74                { return this->lastHitOriginator_; }
75
76            virtual void hit(Pawn* originator, const Vector3& force, float damage);
77            virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);
78            virtual void kill();
79
80            virtual void fired(unsigned int firemode);
81            virtual void reload();
82            virtual void postSpawn();
83
84            void addWeaponSlot(WeaponSlot * wSlot);
85            WeaponSlot * getWeaponSlot(unsigned int index) const;
86            void addWeaponSet(WeaponSet * wSet);
87            WeaponSet * getWeaponSet(unsigned int index) const;
88            void addWeaponPack(WeaponPack * wPack);
89            void addWeaponPackXML(WeaponPack * wPack);
90            WeaponPack * getWeaponPack(unsigned int index) const;
91
92            inline const WorldEntity* getWorldEntity() const
93                { return const_cast<Pawn*>(this); }
94
95            inline void setSpawnParticleSource(const std::string& source)
96                { this->spawnparticlesource_ = source; }
97            inline const std::string& getSpawnParticleSource() const
98                { return this->spawnparticlesource_; }
99
100            inline void setSpawnParticleDuration(float duration)
101                { this->spawnparticleduration_ = duration; }
102            inline float getSpawnParticleDuration() const
103                { return this->spawnparticleduration_; }
104
105            inline void setExplosionChunks(unsigned int chunks)
106                { this->numexplosionchunks_ = chunks; }
107            inline unsigned int getExplosionChunks() const
108                { return this->numexplosionchunks_; }
109
110            virtual void dropItems();
111            inline PickupCollection& getPickups()
112                { return this->pickups_; }
113            virtual void useItem()
114                { this->pickups_.useItem(); }
115
116            virtual void startLocalHumanControl();
117
118            void setAimPosition( Vector3 position )
119                { this->aimPosition_ = position; }
120            Vector3 getAimPosition()
121                { return this->aimPosition_; }
122
123        protected:
124            virtual void setPlayer(PlayerInfo* player);
125            virtual void removePlayer();
126
127            virtual void death();
128            virtual void goWithStyle();
129            virtual void deatheffect();
130            virtual void spawneffect();
131
132            virtual void damage(float damage, Pawn* originator = 0);
133
134            bool bAlive_;
135
136            PickupCollection pickups_;
137
138            float health_;
139            float maxHealth_;
140            float initialHealth_;
141
142            Pawn* lastHitOriginator_;
143
144            WeaponSystem* weaponSystem_;
145            bool bReload_;
146
147            std::string spawnparticlesource_;
148            float spawnparticleduration_;
149            unsigned int numexplosionchunks_;
150
151        private:
152            void registerVariables();
153            inline void setWeaponSystem(WeaponSystem* weaponsystem)
154                { this->weaponSystem_ = weaponsystem; }
155
156            Vector3 aimPosition_;
157    };
158}
159
160#endif /* _Pawn_H__ */
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