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source: code/branches/output/src/orxonox/worldentities/pawns/Pawn.h @ 9484

Last change on this file since 9484 was 8706, checked in by dafrick, 13 years ago

Merging presentation branch back into trunk.
There are many new features and also a lot of other changes and bugfixes, if you want to know, digg through the svn log.
Not everything is yet working as it should, but it should be fairly stable. If you habe any bug reports, just send me an email.

  • Property svn:eol-style set to native
File size: 8.4 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            virtual void setHealth(float health);
57            inline void addHealth(float health)
58                { this->setHealth(this->health_ + health); }
59            inline void removeHealth(float health)
60                { this->setHealth(this->health_ - health); }
61            inline float getHealth() const
62                { return this->health_; }
63
64            inline void setMaxHealth(float maxhealth)
65                { this->maxHealth_ = maxhealth; this->setHealth(this->health_); }
66            inline float getMaxHealth() const
67                { return this->maxHealth_; }
68
69            inline void setInitialHealth(float initialhealth)
70                { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); }
71            inline float getInitialHealth() const
72                { return this->initialHealth_; }
73
74            virtual void setShieldHealth(float shieldHealth);
75
76            inline float getShieldHealth()
77            { return this->shieldHealth_; }
78
79            inline void addShieldHealth(float amount)
80            { this->setShieldHealth(this->shieldHealth_ + amount); }
81
82            inline bool hasShield()
83            { return (this->getShieldHealth() > 0); }
84
85            virtual void setMaxShieldHealth(float maxshieldhealth);
86            inline float getMaxShieldHealth() const
87                { return this->maxShieldHealth_; }
88
89            inline void setInitialShieldHealth(float initialshieldhealth)
90                { this->initialShieldHealth_ = initialshieldhealth; this->setShieldHealth(initialshieldhealth); }
91            inline float getInitialShieldHealth() const
92                { return this->initialShieldHealth_; }
93
94            inline void restoreInitialShieldHealth()
95                { this->setShieldHealth(this->initialShieldHealth_); }
96            inline void restoreMaxShieldHealth()
97                { this->setShieldHealth(this->maxShieldHealth_); }
98
99            inline void setShieldAbsorption(float shieldAbsorption)
100            { this->shieldAbsorption_ = shieldAbsorption; }
101            inline float getShieldAbsorption()
102            { return this->shieldAbsorption_; }
103
104            // TODO: Rename to shieldRechargeRate
105            virtual void setReloadRate(float reloadrate);
106            inline float getReloadRate() const
107                { return this->reloadRate_; }
108
109            virtual void setReloadWaitTime(float reloadwaittime);
110            inline float getReloadWaitTime() const
111                { return this->reloadWaitTime_; }
112
113            inline void resetReloadCountdown()
114            { this->reloadWaitCountdown_ = 0; }
115
116            inline void startReloadCountdown()
117            { this->reloadWaitCountdown_ = this->getReloadWaitTime(); } // TODO: Implement in Projectile.cc
118
119            virtual void decreaseReloadCountdownTime(float dt);
120
121            inline ControllableEntity* getLastHitOriginator() const
122                { return this->lastHitOriginator_; }
123
124            //virtual void hit(Pawn* originator, const Vector3& force, float damage);
125            //virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);
126            virtual void hit(Pawn* originator, const Vector3& force, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f);
127            virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f);
128
129            virtual void kill();
130
131            virtual void fired(unsigned int firemode);
132            virtual void reload();
133            virtual void postSpawn();
134
135            void addWeaponSlot(WeaponSlot * wSlot);
136            WeaponSlot * getWeaponSlot(unsigned int index) const;
137            void addWeaponSet(WeaponSet * wSet);
138            WeaponSet * getWeaponSet(unsigned int index) const;
139            void addWeaponPack(WeaponPack * wPack);
140            void addWeaponPackXML(WeaponPack * wPack);
141            WeaponPack * getWeaponPack(unsigned int index) const;
142
143            virtual void addedWeaponPack(WeaponPack* wPack) {}
144
145            inline const WorldEntity* getWorldEntity() const
146                { return const_cast<Pawn*>(this); }
147
148            inline void setSpawnParticleSource(const std::string& source)
149                { this->spawnparticlesource_ = source; }
150            inline const std::string& getSpawnParticleSource() const
151                { return this->spawnparticlesource_; }
152
153            inline void setSpawnParticleDuration(float duration)
154                { this->spawnparticleduration_ = duration; }
155            inline float getSpawnParticleDuration() const
156                { return this->spawnparticleduration_; }
157
158            inline void setExplosionChunks(unsigned int chunks)
159                { this->numexplosionchunks_ = chunks; }
160            inline unsigned int getExplosionChunks() const
161                { return this->numexplosionchunks_; }
162
163            virtual void startLocalHumanControl();
164
165            void setAimPosition( Vector3 position )
166                { this->aimPosition_ = position; }
167            Vector3 getAimPosition()
168                { return this->aimPosition_; }
169
170            virtual const Vector3& getCarrierPosition(void) const
171                { return this->getWorldPosition(); };
172
173        protected:
174            virtual void preDestroy();
175
176            virtual void setPlayer(PlayerInfo* player);
177            virtual void removePlayer();
178
179            virtual void death();
180            virtual void goWithStyle();
181            virtual void deatheffect();
182            virtual void spawneffect();
183
184            //virtual void damage(float damage, Pawn* originator = 0);
185            virtual void damage(float damage, float healthdamage = 0.0f, float shielddamage = 0.0f, Pawn* originator = NULL);
186
187            bool bAlive_;
188
189            virtual std::vector<PickupCarrier*>* getCarrierChildren(void) const
190                { return new std::vector<PickupCarrier*>(); }
191            virtual PickupCarrier* getCarrierParent(void) const
192                { return NULL; }
193
194            float health_;
195            float maxHealth_;
196            float initialHealth_;
197           
198            float shieldHealth_;
199            float maxShieldHealth_;
200            float initialShieldHealth_;
201            float shieldAbsorption_; // Has to be between 0 and 1
202            float reloadRate_;
203            float reloadWaitTime_;
204            float reloadWaitCountdown_;
205
206            WeakPtr<Pawn> lastHitOriginator_;
207
208            WeaponSystem* weaponSystem_;
209            bool bReload_;
210
211            std::string spawnparticlesource_;
212            float spawnparticleduration_;
213            unsigned int numexplosionchunks_;
214
215        private:
216            void registerVariables();
217            inline void setWeaponSystem(WeaponSystem* weaponsystem)
218                { this->weaponSystem_ = weaponsystem; }
219
220            Vector3 aimPosition_;
221    }; // tolua_export
222} // tolua_export
223
224#endif /* _Pawn_H__ */
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