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source: code/branches/objecthierarchy2/src/orxonox/objects/worldentities/pawns/Pawn.h @ 2274

Last change on this file since 2274 was 2256, checked in by landauf, 16 years ago

The SpaceShips HUD is working again (Speedbar and Radar)

  • Property svn:eol-style set to native
File size: 3.1 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#include "objects/RadarViewable.h"
36
37namespace orxonox
38{
39    class _OrxonoxExport Pawn : public ControllableEntity, public RadarViewable
40    {
41        public:
42            Pawn(BaseObject* creator);
43            virtual ~Pawn();
44
45            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
46            virtual void tick(float dt);
47            void registerVariables();
48
49            inline bool isAlive() const
50                { return this->bAlive_; }
51
52            virtual void setHealth(float health);
53            inline void addHealth(float health)
54                { this->setHealth(this->health_ + health); }
55            inline void removeHealth(float health)
56                { this->setHealth(this->health_ - health); }
57            inline float getHealht() const
58                { return this->health_; }
59
60            inline void setMaxHealth(float maxhealth)
61                { this->maxHealth_ = maxhealth; this->setHealth(this->health_); }
62            inline float getMaxHealth() const
63                { return this->maxHealth_; }
64
65            inline void setInitialHealth(float initialhealth)
66                { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); }
67            inline float getInitialHealth() const
68                { return this->initialHealth_; }
69
70            inline ControllableEntity* getLastHitOriginator() const
71                { return this->lastHitOriginator_; }
72
73            virtual void damage(float damage, Pawn* originator = 0);
74            virtual void hit(Pawn* originator, const Vector3& force, float damage);
75            virtual void kill();
76
77            virtual void fire();
78
79            virtual void postSpawn();
80
81            inline const WorldEntity* getWorldEntity() const
82                { return (WorldEntity*)this; }
83
84        protected:
85            virtual void spawn();
86            virtual void death();
87
88            bool bAlive_;
89
90            float health_;
91            float maxHealth_;
92            float initialHealth_;
93
94            Pawn* lastHitOriginator_;
95
96            WeaponSystem* weaponSystem_;
97    };
98}
99
100#endif /* _Pawn_H__ */
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