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source: code/branches/objecthierarchy2/src/orxonox/objects/worldentities/pawns/Pawn.h @ 2207

Last change on this file since 2207 was 2098, checked in by landauf, 16 years ago
  • added a WeaponSystem to Pawn
  • initialized values in weapon classes and fixed some vector limit conditions
  • Property svn:eol-style set to native
File size: 3.0 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 "objects/worldentities/ControllableEntity.h"
35
36namespace orxonox
37{
38    class _OrxonoxExport Pawn : public ControllableEntity
39    {
40        public:
41            Pawn(BaseObject* creator);
42            virtual ~Pawn();
43
44            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
45            virtual void tick(float dt);
46            void registerVariables();
47
48            inline bool isAlive() const
49                { return this->bAlive_; }
50
51            virtual void setHealth(float health);
52            inline void addHealth(float health)
53                { this->setHealth(this->health_ + health); }
54            inline void removeHealth(float health)
55                { this->setHealth(this->health_ - health); }
56            inline float getHealht() const
57                { return this->health_; }
58
59            inline void setMaxHealth(float maxhealth)
60                { this->maxHealth_ = maxhealth; this->setHealth(this->health_); }
61            inline float getMaxHealth() const
62                { return this->maxHealth_; }
63
64            inline void setInitialHealth(float initialhealth)
65                { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); }
66            inline float getInitialHealth() const
67                { return this->initialHealth_; }
68
69            inline ControllableEntity* getLastHitOriginator() const
70                { return this->lastHitOriginator_; }
71
72            virtual void damage(float damage, Pawn* originator = 0);
73            virtual void hit(Pawn* originator, const Vector3& force, float damage);
74            virtual void kill();
75
76            virtual void fire();
77
78            virtual void postSpawn();
79
80        protected:
81            virtual void spawn();
82            virtual void death();
83
84            bool bAlive_;
85
86            float health_;
87            float maxHealth_;
88            float initialHealth_;
89
90            Pawn* lastHitOriginator_;
91
92            WeaponSystem* weaponSystem_;
93    };
94}
95
96#endif /* _Pawn_H__ */
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